Mostly Harmless

UE3:UTBot events (UT3)

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

Events

AdjustAimError

event float AdjustAimError (float TargetDist, bool bInstantProj)


AllowDetourTo

event bool AllowDetourTo (NavigationPoint N)

Overrides: Controller.AllowDetourTo


DelayedLeaveVehicle

event DelayedLeaveVehicle ()

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

DelayedWarning

event DelayedWarning ()


Destroyed

event Destroyed ()

Overrides: Controller.Destroyed


ExecuteWhatToDoNext

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

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

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

Overrides: Controller.HearNoise


MayDodgeToMoveTarget

event MayDodgeToMoveTarget ()


MissedDodge

event MissedDodge ()


MonitoredPawnAlert

event MonitoredPawnAlert ()


NotifyBump

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

Overrides: Controller.NotifyBump


NotifyFallingHitWall

event NotifyFallingHitWall (Object.Vector HitNormal, Actor HitActor)

Overrides: Controller.NotifyFallingHitWall


NotifyHitWall

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

Overrides: Controller.NotifyHitWall


NotifyJumpApex

event NotifyJumpApex ()

Overrides: Controller.NotifyJumpApex


NotifyLanded

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

Overrides: Controller.NotifyLanded


NotifyMissedJump

event NotifyMissedJump ()

Overrides: Controller.NotifyMissedJump


NotifyPhysicsVolumeChange

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange


NotifyPostLanded

event NotifyPostLanded ()

Overrides: Controller.NotifyPostLanded


Possess

event Possess (Pawn aPawn, bool bVehicleTransition)

Overrides: Controller.Possess


PostBeginPlay

event PostBeginPlay ()

Overrides: Controller.PostBeginPlay


RatePickup

event float RatePickup (Actor PickupHolder, class<InventoryInvClass)

Overrides: Controller.RatePickup


ReceiveRunOverWarning

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


ReceiveWarning

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

Overrides: Controller.ReceiveWarning


Reset

event Reset ()

Overrides: AIController.Reset


SeePlayer

event SeePlayer (Pawn SeenPlayer)

Overrides: Controller.SeePlayer


SetupSpecialPathAbilities

event SetupSpecialPathAbilities ()

Overrides: Controller.SetupSpecialPathAbilities


SoakStop

event SoakStop (optional string problem)


SpawnedByKismet

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

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

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

event StopFiring ()

Overrides: Controller.StopFiring


SuperDesireability

event float SuperDesireability (PickupFactory P)


TimeDJReset

event TimeDJReset ()


TranslocateTo

event TranslocateTo (Actor DestinationActor)


WhatToDoNext

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