My program doesn't have bugs. It just develops random features.

UE3:AIController (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Controller >> AIController
Package: 
Engine
Implemented interfaces
Interface_NavigationHandle
Direct subclasses:
GameAIController, UTBot
This class in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3

AIController, the base class of AI.

Controllers are non-physical actors that can be attached to a pawn to control its actions. AIControllers implement the artificial intelligence for the pawns they control.

Properties[edit]

bAdjustFromWalls[edit]

Type: bool

auto-adjust around corners, with no hitwall notification for controller or pawn if wall is hit during a MoveTo() or MoveToward() latent execution.

Default value: True

bReverseScriptedRoute[edit]

Type: bool

if true, we're following the scripted route in reverse

ScriptedFocus[edit]

Type: Actor

view focus from last scripted action

ScriptedMoveTarget[edit]

Type: Actor

Move target from last scripted action

ScriptedRoute[edit]

Type: Route

Route from last scripted action; if valid, sets ScriptedMoveTarget with the points along the route

ScriptedRouteIndex[edit]

Type: int

if ScriptedRoute is valid, the index of the current point we're moving to

Skill[edit]

Type: float

skill, scaled by game difficulty (add difficulty to this value)

Default values[edit]

Property Value
bCanDoSpecial True
MinHitWall -0.5

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: Controller.Sprite

Property Value
ReplacementPrimitive None

Functions[edit]

Events[edit]

GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: Controller.GetPlayerViewPoint

(Description copied from Controller.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Reset[edit]

event Reset ()

Overrides: Controller.Reset


SetTeam[edit]

event SetTeam (int inTeamIdx)


Other instance functions[edit]

CanFireWeapon[edit]

function bool CanFireWeapon (Weapon Wpn, byte FireModeNum)


DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: Controller.DisplayDebug

list important AIController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters:

  • HUD - HUD with canvas to draw on
  • out_YL - Height of the current font
  • out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

GetOrderObject[edit]

function Actor GetOrderObject ()


GetOrders[edit]

function name GetOrders ()


NotifyWeaponFinishedFiring[edit]

function NotifyWeaponFinishedFiring (Weapon W, byte FireMode)


NotifyWeaponFired[edit]

function NotifyWeaponFired (Weapon W, byte FireMode)


OnAIMoveToActor[edit]

function OnAIMoveToActor (SeqAct_AIMoveToActor Action)

Scripting hook to move this AI to a specific actor.

PriorityObjective[edit]

function bool PriorityObjective ()


SetOrders[edit]

function SetOrders (name NewOrders, Controller OrderGiver)


ShouldRefire[edit]

function bool ShouldRefire ()


States[edit]

ScriptedMove[edit]

Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and returns execution to previous state upon either success/failure.

ScriptedMove.PoppedState[edit]

event PoppedState ()

Overrides: Object.PoppedState (global)

Called immediately in the current state that is being popped off of the state stack, before the new state is activated.

ScriptedMove.PushedState[edit]

event PushedState ()

Overrides: Object.PushedState (global)

Called immediately in the new state that was pushed onto the state stack, before any state code is executed.

ScriptedRouteMove[edit]

ScriptedRouteMove.PoppedState[edit]

event PoppedState ()

Overrides: Object.PoppedState (global)

Called immediately in the current state that is being popped off of the state stack, before the new state is activated.