UE3:GameAIController (UDK)
Object >> Actor >> Controller >> AIController >> GameAIController |
- Package:
- GameFramework
- Implemented interfaces:
- Interface_NavigationHandle
- Known classes within GameAIController:
- GameAICommand
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Properties
Property group 'Debug'
AILogFilter
Modifiers: config
List of categories to filter
bAIDrawDebug
Type: bool
Modifiers: config
bAILogging
Type: bool
Modifiers: config
bAILogToWindow
Type: bool
Modifiers: config
bFlushAILogEachLine
Type: bool
Modifiers: config
bMapBasedLogName
Type: bool
Modifiers: config
Internal variables
AILogFile
Type: FileLog
Modifiers: transient
Debug log file,
See: AILog
bAIBroken
Type: bool
Modifiers: transient
bHasRunawayCommandList
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
Type: GameAICommand
Modifiers: transient, const
Current command stack, with the last element being the currently active (ticked) one
DemoActionString
Type: string
Subobjects
Sprite
Class: Engine.SpriteComponent
Inherits from: AIController.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions
Native functions
AbortCommand
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
checks the command stack for too many commands and/or infinite recursion
DumpCommandStack
FindCommandOfClass
finds and returns the lowest command of the specified class on the stack (will return subclasses of the specified class)
GetActiveCommand
GetAICommandInStack
This will search the CommandList for the passed in command class. *
PopCommand
PopCommand will pop the passed command (and everything above it in the stack)
Parameters:
- ToBePoppedCommand - the command to pop
PushCommand
Events
AILog_Internal
Destroyed
Overrides: Controller.Destroyed
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DEBUG
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GeneratePathToActor
GeneratePathToLocation
GetActionString
Other instance functions
RecordDemoAILog
SetDesiredRotation
SetDesiredRotation Calls Pawn's SetDesiredRotation: Simple interface to Pawn
States
DEBUGSTATE
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DEBUG STATES
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DEBUGSTATE.BeginState
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
Overrides: Object.ContinuedState (global)
Called on the state that is no longer paused because of a PopState().
DEBUGSTATE.EndState
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
Overrides: Object.PausedState (global)
Called on the state that is being paused because of a PushState().
DEBUGSTATE.PoppedState
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
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.