Mostly Harmless
UE3:UTBot events (UT3)
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 TranslocateTo
- 1.36 WhatToDoNext
- UTBot events in other games:
- UDK
- Other member categories for this class:
- instance functions, internal variables, states
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Events
AdjustAimError
AllowDetourTo
Overrides: Controller.AllowDetourTo
DelayedLeaveVehicle
called just before the AI's next tick if bNeedDelayedLeaveVehicle is true
DelayedWarning
Destroyed
Overrides: Controller.Destroyed
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
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
Overrides: Controller.HearNoise
MayDodgeToMoveTarget
MissedDodge
MonitoredPawnAlert
NotifyBump
Overrides: Controller.NotifyBump
NotifyFallingHitWall
Overrides: Controller.NotifyFallingHitWall
NotifyHitWall
Overrides: Controller.NotifyHitWall
NotifyJumpApex
Overrides: Controller.NotifyJumpApex
NotifyLanded
Overrides: Controller.NotifyLanded
NotifyMissedJump
Overrides: Controller.NotifyMissedJump
NotifyPhysicsVolumeChange
Overrides: Controller.NotifyPhysicsVolumeChange
NotifyPostLanded
Overrides: Controller.NotifyPostLanded
Possess
Overrides: Controller.Possess
PostBeginPlay
Overrides: Controller.PostBeginPlay
RatePickup
Overrides: Controller.RatePickup
ReceiveRunOverWarning
ReceiveWarning
Overrides: Controller.ReceiveWarning
Reset
Overrides: AIController.Reset
SeePlayer
Overrides: Controller.SeePlayer
SetupSpecialPathAbilities
Overrides: Controller.SetupSpecialPathAbilities
SoakStop
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
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
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
Overrides: Controller.StopFiring
SuperDesireability
TimeDJReset
TranslocateTo
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