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UE3:UTBot events (UDK)

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UDK Object >> Actor >> Controller >> AIController >> UTBot (events)
UTBot events in other games:
UT3
Other member categories for this class:
instance functions, internal variables, states

Events[edit]

AdjustAimError[edit]

event float AdjustAimError (float TargetDist, bool bInstantProj)


AllowDetourTo[edit]

event bool AllowDetourTo (NavigationPoint N)

Overrides: Controller.AllowDetourTo


DelayedLeaveVehicle[edit]

event DelayedLeaveVehicle ()

called just before the AI's next tick if bNeedDelayedLeaveVehicle is true

DelayedWarning[edit]

event DelayedWarning ()


Destroyed[edit]

event Destroyed ()

Overrides: Controller.Destroyed


ExecuteWhatToDoNext[edit]

protected event ExecuteWhatToDoNext ()

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]

event bool HandlePathObstruction (Actor BlockedBy)

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]

event HearNoise (float Loudness, Actor NoiseMaker, optional name NoiseType)

Overrides: Controller.HearNoise


MayDodgeToMoveTarget[edit]

event MayDodgeToMoveTarget ()


MissedDodge[edit]

event MissedDodge ()


MonitoredPawnAlert[edit]

event MonitoredPawnAlert ()


NotifyBump[edit]

event bool NotifyBump (Actor Other, Object.Vector HitNormal)

Overrides: Controller.NotifyBump


NotifyFallingHitWall[edit]

event NotifyFallingHitWall (Object.Vector HitNormal, Actor HitActor)

Overrides: Controller.NotifyFallingHitWall


NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall


NotifyJumpApex[edit]

event NotifyJumpApex ()

Overrides: Controller.NotifyJumpApex


NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: Controller.NotifyLanded


NotifyMissedJump[edit]

event NotifyMissedJump ()

Overrides: Controller.NotifyMissedJump


NotifyPhysicsVolumeChange[edit]

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange


NotifyPostLanded[edit]

event NotifyPostLanded ()

Overrides: Controller.NotifyPostLanded


Possess[edit]

event Possess (Pawn aPawn, bool bVehicleTransition)

Overrides: Controller.Possess


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Controller.PostBeginPlay


RatePickup[edit]

event float RatePickup (Actor PickupHolder, class<InventoryInvClass)

Overrides: Controller.RatePickup


ReceiveRunOverWarning[edit]

event ReceiveRunOverWarning (UTVehicle V, float projSpeed, Object.Vector VehicleDir)


ReceiveWarning[edit]

event ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: Controller.ReceiveWarning


Reset[edit]

event Reset ()

Overrides: AIController.Reset


SeePlayer[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: Controller.SeePlayer


SetupSpecialPathAbilities[edit]

event SetupSpecialPathAbilities ()

Overrides: Controller.SetupSpecialPathAbilities


SoakStop[edit]

event SoakStop (optional string problem)


SpawnedByKismet[edit]

event SpawnedByKismet ()

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]

event bool SpecialJumpCost (float RequiredJumpZ, out float Cost)

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]

event SpecialJumpTo (Actor DestinationActor, float RequiredJumpZ)

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]

event StopFiring ()

Overrides: Controller.StopFiring


SuperDesireability[edit]

event float SuperDesireability (PickupFactory P)


TimeDJReset[edit]

event TimeDJReset ()


WhatToDoNext[edit]

event WhatToDoNext ()

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