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UE3:UTBot events (UDK)
Object >> Actor >> Controller >> AIController >> UTBot (events) |
Contents
- 1 Events
- 1.1 AdjustAimError
- 1.2 AllowDetourTo
- 1.3 DelayedLeaveVehicle
- 1.4 DelayedWarning
- 1.5 Destroyed
- 1.6 ExecuteWhatToDoNext
- 1.7 HandlePathObstruction
- 1.8 HearNoise
- 1.9 MayDodgeToMoveTarget
- 1.10 MissedDodge
- 1.11 MonitoredPawnAlert
- 1.12 NotifyBump
- 1.13 NotifyFallingHitWall
- 1.14 NotifyHitWall
- 1.15 NotifyJumpApex
- 1.16 NotifyLanded
- 1.17 NotifyMissedJump
- 1.18 NotifyPhysicsVolumeChange
- 1.19 NotifyPostLanded
- 1.20 Possess
- 1.21 PostBeginPlay
- 1.22 RatePickup
- 1.23 ReceiveRunOverWarning
- 1.24 ReceiveWarning
- 1.25 Reset
- 1.26 SeePlayer
- 1.27 SetupSpecialPathAbilities
- 1.28 SoakStop
- 1.29 SpawnedByKismet
- 1.30 SpecialJumpCost
- 1.31 SpecialJumpTo
- 1.32 StopFiring
- 1.33 SuperDesireability
- 1.34 TimeDJReset
- 1.35 WhatToDoNext
- UTBot events in other games:
- UT3
- Other member categories for this class:
- instance functions, internal variables, states
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Events[edit]
AdjustAimError[edit]
AllowDetourTo[edit]
Overrides: Controller.AllowDetourTo
DelayedLeaveVehicle[edit]
called just before the AI's next tick if bNeedDelayedLeaveVehicle is true
DelayedWarning[edit]
Destroyed[edit]
Overrides: Controller.Destroyed
ExecuteWhatToDoNext[edit]
entry point for AI decision making this gets executed during the physics tick so actions that could change the physics state (e.g. firing weapons) are not allowed
HandlePathObstruction[edit]
Overrides: Controller.HandlePathObstruction
(Description copied from Controller.HandlePathObstruction)
called when a ReachSpec the AI wants to use is blocked by a dynamic obstruction gives the AI an opportunity to do something to get rid of it instead of trying to find another path
Parameters:
- BlockedBy - the object blocking the path
Returns:
- true if the AI did something about the obstruction and should use the path anyway, false if the path is unusable and the bot must find some other way to go
Note: MoveTarget is the actor the AI wants to move toward, CurrentPath the ReachSpec it wants to use
HearNoise[edit]
Overrides: Controller.HearNoise
MayDodgeToMoveTarget[edit]
MissedDodge[edit]
MonitoredPawnAlert[edit]
NotifyBump[edit]
Overrides: Controller.NotifyBump
NotifyFallingHitWall[edit]
Overrides: Controller.NotifyFallingHitWall
NotifyHitWall[edit]
Overrides: Controller.NotifyHitWall
NotifyJumpApex[edit]
Overrides: Controller.NotifyJumpApex
NotifyLanded[edit]
Overrides: Controller.NotifyLanded
NotifyMissedJump[edit]
Overrides: Controller.NotifyMissedJump
NotifyPhysicsVolumeChange[edit]
Overrides: Controller.NotifyPhysicsVolumeChange
NotifyPostLanded[edit]
Overrides: Controller.NotifyPostLanded
Possess[edit]
Overrides: Controller.Possess
PostBeginPlay[edit]
Overrides: Controller.PostBeginPlay
RatePickup[edit]
Overrides: Controller.RatePickup
ReceiveRunOverWarning[edit]
ReceiveWarning[edit]
Overrides: Controller.ReceiveWarning
Reset[edit]
Overrides: AIController.Reset
SeePlayer[edit]
Overrides: Controller.SeePlayer
SetupSpecialPathAbilities[edit]
Overrides: Controller.SetupSpecialPathAbilities
SoakStop[edit]
SpawnedByKismet[edit]
Overrides: Actor.SpawnedByKismet
called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called
SpecialJumpCost[edit]
Called when bScriptSpecialJumpCost is true and the bot is considering a path to DestinationActor that requires a jump with JumpZ greater than the bot's normal capability, but less than MaxSpecialJumpZ calculates any additional distance that should be applied to this path to take into account preparation, etc
Returns:
- true to override the cost with the value in the Cost out param, false to use the default natively-calculated cost
SpecialJumpTo[edit]
Called when the bot wants to take a path to DestinationActor that requires a jump with JumpZ greater than the bot's normal capability, but less than MaxSpecialJumpZ
StopFiring[edit]
Overrides: Controller.StopFiring
SuperDesireability[edit]
TimeDJReset[edit]
WhatToDoNext[edit]
triggers ExecuteWhatToDoNext() to occur during the next tick this is also where logic that is unsafe to do during the physics tick should be added
Note: in state code, you probably want LatentWhatToDoNext() so the state is paused while waiting for ExecuteWhatToDoNext() to be called