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ACustomAIController Member List

This is the complete list of members for ACustomAIController, including all inherited members.

ActionsConfigACustomAIControllerprotected
ACustomAIController()ACustomAIController
Aim(const bool bStartAiming=true) overrideACustomAIControllerprotectedvirtual
AIPerceptionComponentACustomAIControllerprotected
AIStateChanged(EAIStateType State)ACustomAIControllerprotected
AITraitsComponentReferenceACustomAIControllerprotected
bDebuggingModeACustomAIControllerprotected
BeginPlay() overrideACustomAIControllerprotectedvirtual
BehaviourACustomAIControllerprotected
CharacterDeath(FPlayerDeath &DeathInfo, APawn *PawnThatDied)ACustomAIControllerprotected
CheckAmmo(bool &bNeedToReload) const overrideACustomAIControllerprotectedvirtual
CrouchAction(const bool bCrouch=true) overrideACustomAIControllerprotectedvirtual
CustomAICharacterACustomAIControllerprotected
DamageConfigACustomAIControllerprotected
ForgottenStimulus(FAIStimulus Stimulus)ACustomAIControllerprotected
GetBestHostileActor() const overrideACustomAIControllerprotectedvirtual
GetFocalPointOnActor(const AActor *Actor) const overrideACustomAIControllerprotectedvirtual
GetGenericTeamId() const overrideACustomAIControllerinlinevirtual
GetHasWeapon() const overrideACustomAIControllerprotectedvirtual
GetHostileActors() const overrideACustomAIControllerprotectedvirtual
GetLastKnownLocation(AActor *TargetActor, const TArray< EAISense > &Senses) overrideACustomAIControllerprotectedvirtual
GetMaxHealth() const overrideACustomAIControllerprotectedvirtual
GetPerceivedObjects(const TArray< EAIStimuliType > Filters) const overrideACustomAIControllerprotectedvirtual
GetTeamAttitudeTowards(const AActor &Other) const overrideACustomAIControllervirtual
GetTeamID() constACustomAIControllerinline
GetWeaponFireMode() const overrideACustomAIControllerprotectedvirtual
GetWeaponFireRate() const overrideACustomAIControllerprotectedvirtual
HearingConfigACustomAIControllerprotected
MeleeAttack() overrideACustomAIControllerprotectedvirtual
MyTeamIDACustomAIController
OnForgottenStimulusBP(FAIStimulus Stimulus)ACustomAIControllerprotected
OnPerceptionUpdatedBP(const TArray< AActor * > &UpdatedActors)ACustomAIControllerprotected
OnPossess(APawn *InPawn) overrideACustomAIControllerprotectedvirtual
OnRep_MyTeamID(FGenericTeamId OldTeamID)ACustomAIController
OnTargetActionUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
OnTargetDamageUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
OnTargetHearingUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
OnTargetPerceptionForgottenBP(AActor *Actor)ACustomAIControllerprotected
OnTargetPerceptionInfoUpdatedBP(FActorPerceptionUpdateInfo UpdateInfo)ACustomAIControllerprotected
OnTargetPerceptionUpdatedBP(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
OnTargetPredictionUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
OnTargetSightUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
OnTargetTeamUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
OnTargetTouchUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
PerceptionUpdated(const TArray< AActor * > &UpdatedActors)ACustomAIControllerprotected
PickupObject(const AActor *TargetObject) overrideACustomAIControllerprotectedvirtual
PlayAnimationMontage(UAnimMontage *Montage, const float PlayRate=1.0f, const float InTimeToStartMontageAt=0.0f, const bool bStopAllMontages=true) overrideACustomAIControllerprotectedvirtual
PredictionConfigACustomAIControllerprotected
PredictLocation(AActor *TargetActor) overrideACustomAIControllerprotectedvirtual
Reload() overrideACustomAIControllerprotectedvirtual
SetGenericTeamId(const FGenericTeamId &NewTeamID) overrideACustomAIControllervirtual
ShootAction(const bool bStartShooting=true) overrideACustomAIControllerprotectedvirtual
ShootAtTargetAction(const bool bStartShooting=true, const FVector &TargetLocation=FVector::ZeroVector) overrideACustomAIControllerprotectedvirtual
SightConfigACustomAIControllerprotected
TargetActionUpdated(AActor *Actor, const FAIStimulus &Stimulus)ACustomAIControllerprotected
TargetDamageUpdated(AActor *Actor, const FAIStimulus &Stimulus)ACustomAIControllerprotected
TargetHearingUpdated(AActor *Actor, const FAIStimulus &Stimulus)ACustomAIControllerprotected
TargetPerceptionForgotten(AActor *Actor)ACustomAIControllerprotected
TargetPerceptionInfoUpdated(const FActorPerceptionUpdateInfo &UpdateInfo)ACustomAIControllerprotected
TargetPerceptionUpdated(AActor *Actor, FAIStimulus Stimulus)ACustomAIControllerprotected
TargetPredictionUpdated(AActor *Actor, const FAIStimulus &Stimulus)ACustomAIControllerprotected
TargetSightUpdated(AActor *Actor, const FAIStimulus &Stimulus)ACustomAIControllerprotected
TargetTeamUpdated(AActor *Actor, const FAIStimulus &Stimulus)ACustomAIControllerprotected
TargetTouchUpdated(AActor *Actor, const FAIStimulus &Stimulus)ACustomAIControllerprotected
TeamConfigACustomAIControllerprotected
TeamIDACustomAIControllerprotected
UpdateMovementSpeed(const EAIMovementSpeed MovementSpeed=EAIMovementSpeed::Running, const EAIMovementType MovementType=EAIMovementType::Normal) overrideACustomAIControllerprotectedvirtual
UpdatePerceptionDetails() constACustomAIController