15class AITOOLKIT_API
UAIBPLib : public UBlueprintFunctionLibrary
22 UFUNCTION(BlueprintCallable, Category =
"AI Tool Kit")
23 static EAISense GetSenseFromStimulus(
const FAIStimulus& Stimulus);
24 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
25 static FString FactionToString(
const EFactionType Faction);
27 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
28 static uint8 GetTeamIDFromFaction(
const EFactionType Faction);
29 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
30 static EFactionType GetFactionFromTeamID(
const uint8 TeamID);
32 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
34 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
35 static FName GetActionTagFromType(
const EAIActionType ActionType);
37 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
38 static ERelationshipStatus GetRelationshipStatus(
const float TrustLevel,
const float HostilityLevel);
41 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit", meta=(WorldContext=
"WorldContextObject"))
42 static UDataTable* LoadFactionDataTableFromGameState(
const UObject* WorldContextObject);
45 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit", meta=(WorldContext=
"WorldContextObject"))
48 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit", meta=(WorldContext=
"WorldContextObject"))
52 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit", meta=(WorldContext=
"WorldContextObject"))
53 static bool GetIsFactionHostile(
const UObject* WorldContextObject,
const EFactionType Faction,
const EFactionType TargetFaction,
bool& bSuccess, UDataTable* DataTable =
nullptr);
56 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
57 static ETeamAttitude::Type GetAttitudeToActor(
const FGenericTeamId& OwnerID,
const AActor* TargetActor,
bool& bSuccess);
58 static ETeamAttitude::Type GetAttitudeToActor(
const FGenericTeamId& OwnerID,
const AActor* TargetActor);
61 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"AI Tool Kit")
62 static ETeamAttitude::Type GetAttitudeActorToActor(
const AActor* OwnerActor,
const AActor* TargetActor,
bool& bSuccess);
65 UFUNCTION(BlueprintCallable, Category=
"AI Tool Kit", meta=(WorldContext=
"WorldContextObject"))
66 static void ReportTouchEvent(AActor* InTouchReceiver, AActor* InOtherActor,
const FVector& EventLocation);
68 UFUNCTION(BlueprintCallable, Category=
"AI Tool Kit", meta=(WorldContext=
"WorldContextObject"))
69 static void ReportTeamEvent(AActor* InBroadcaster, AActor* InEnemy,
const FVector& InLastKnowLocation,
const float EventRange,
const float PassedInfoAge,
const float InStrength);
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13