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UE3:GameAIController (UDK)
Object >> Actor >> Controller >> AIController >> GameAIController |
- Package:
- GameFramework
- Implemented interfaces:
- Interface_NavigationHandle
- Known classes within GameAIController:
- GameAICommand
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Properties[edit]
Property group 'Debug'[edit]
AILogFilter[edit]
Modifiers: config
List of categories to filter
bAIDrawDebug[edit]
Type: bool
Modifiers: config
bAILogging[edit]
Type: bool
Modifiers: config
bAILogToWindow[edit]
Type: bool
Modifiers: config
bFlushAILogEachLine[edit]
Type: bool
Modifiers: config
bMapBasedLogName[edit]
Type: bool
Modifiers: config
Internal variables[edit]
AILogFile[edit]
Type: FileLog
Modifiers: transient
Debug log file,
See: AILog
bAIBroken[edit]
Type: bool
Modifiers: transient
bHasRunawayCommandList[edit]
Type: bool
Modifiers: transient
Whether this AI has a runaway loop or not. If it does we are going to do AbortCommand( CommandList ) at the end of Tick(). *
CommandList[edit]
Type: GameAICommand
Modifiers: transient, const
Current command stack, with the last element being the currently active (ticked) one
DemoActionString[edit]
Type: string
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: AIController.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Native functions[edit]
AbortCommand[edit]
AbortCommand Aborts a command (and all of its children)
Parameters:
- AbortCmd - the command to abort (can be NULL, in which case AbortClass will be used to determine which command to abort
- AbortClass - not used unless AbortCmd is NULL, in which case the first command int he stack of class 'AbortClass' will be aborted (and all its children)
CheckCommandCount[edit]
checks the command stack for too many commands and/or infinite recursion
DumpCommandStack[edit]
FindCommandOfClass[edit]
finds and returns the lowest command of the specified class on the stack (will return subclasses of the specified class)
GetActiveCommand[edit]
GetAICommandInStack[edit]
This will search the CommandList for the passed in command class. *
PopCommand[edit]
PopCommand will pop the passed command (and everything above it in the stack)
Parameters:
- ToBePoppedCommand - the command to pop
PushCommand[edit]
Events[edit]
AILog_Internal[edit]
Destroyed[edit]
Overrides: Controller.Destroyed
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DEBUG
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GeneratePathToActor[edit]
GeneratePathToLocation[edit]
GetActionString[edit]
Other instance functions[edit]
RecordDemoAILog[edit]
SetDesiredRotation[edit]
SetDesiredRotation Calls Pawn's SetDesiredRotation: Simple interface to Pawn
States[edit]
DEBUGSTATE[edit]
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DEBUG STATES
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DEBUGSTATE.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
DEBUGSTATE.ContinuedState[edit]
Overrides: Object.ContinuedState (global)
Called on the state that is no longer paused because of a PopState().
DEBUGSTATE.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
DEBUGSTATE.PausedState[edit]
Overrides: Object.PausedState (global)
Called on the state that is being paused because of a PushState().
DEBUGSTATE.PoppedState[edit]
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.
DEBUGSTATE.PushedState[edit]
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.