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Space Plunder
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This is the complete list of members for ACustomAIController, including all inherited members.
| ActionsConfig | ACustomAIController | protected |
| ACustomAIController() | ACustomAIController | |
| Aim(const bool bStartAiming=true) override | ACustomAIController | protectedvirtual |
| AIPerceptionComponent | ACustomAIController | protected |
| AIStateChanged(EAIStateType State) | ACustomAIController | protected |
| AITraitsComponentReference | ACustomAIController | protected |
| bDebuggingMode | ACustomAIController | protected |
| BeginPlay() override | ACustomAIController | protectedvirtual |
| Behaviour | ACustomAIController | protected |
| CharacterDeath(FPlayerDeath &DeathInfo, APawn *PawnThatDied) | ACustomAIController | protected |
| CheckAmmo(bool &bNeedToReload) const override | ACustomAIController | protectedvirtual |
| CrouchAction(const bool bCrouch=true) override | ACustomAIController | protectedvirtual |
| CustomAICharacter | ACustomAIController | protected |
| DamageConfig | ACustomAIController | protected |
| ForgottenStimulus(FAIStimulus Stimulus) | ACustomAIController | protected |
| GetBestHostileActor() const override | ACustomAIController | protectedvirtual |
| GetFocalPointOnActor(const AActor *Actor) const override | ACustomAIController | protectedvirtual |
| GetGenericTeamId() const override | ACustomAIController | inlinevirtual |
| GetHasWeapon() const override | ACustomAIController | protectedvirtual |
| GetHostileActors() const override | ACustomAIController | protectedvirtual |
| GetLastKnownLocation(AActor *TargetActor, const TArray< EAISense > &Senses) override | ACustomAIController | protectedvirtual |
| GetMaxHealth() const override | ACustomAIController | protectedvirtual |
| GetPerceivedObjects(const TArray< EAIStimuliType > Filters) const override | ACustomAIController | protectedvirtual |
| GetTeamAttitudeTowards(const AActor &Other) const override | ACustomAIController | virtual |
| GetTeamID() const | ACustomAIController | inline |
| GetWeaponFireMode() const override | ACustomAIController | protectedvirtual |
| GetWeaponFireRate() const override | ACustomAIController | protectedvirtual |
| HearingConfig | ACustomAIController | protected |
| MeleeAttack() override | ACustomAIController | protectedvirtual |
| MyTeamID | ACustomAIController | |
| OnForgottenStimulusBP(FAIStimulus Stimulus) | ACustomAIController | protected |
| OnPerceptionUpdatedBP(const TArray< AActor * > &UpdatedActors) | ACustomAIController | protected |
| OnPossess(APawn *InPawn) override | ACustomAIController | protectedvirtual |
| OnRep_MyTeamID(FGenericTeamId OldTeamID) | ACustomAIController | |
| OnTargetActionUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| OnTargetDamageUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| OnTargetHearingUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| OnTargetPerceptionForgottenBP(AActor *Actor) | ACustomAIController | protected |
| OnTargetPerceptionInfoUpdatedBP(FActorPerceptionUpdateInfo UpdateInfo) | ACustomAIController | protected |
| OnTargetPerceptionUpdatedBP(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| OnTargetPredictionUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| OnTargetSightUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| OnTargetTeamUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| OnTargetTouchUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| PerceptionUpdated(const TArray< AActor * > &UpdatedActors) | ACustomAIController | protected |
| PickupObject(const AActor *TargetObject) override | ACustomAIController | protectedvirtual |
| PlayAnimationMontage(UAnimMontage *Montage, const float PlayRate=1.0f, const float InTimeToStartMontageAt=0.0f, const bool bStopAllMontages=true) override | ACustomAIController | protectedvirtual |
| PredictionConfig | ACustomAIController | protected |
| PredictLocation(AActor *TargetActor) override | ACustomAIController | protectedvirtual |
| Reload() override | ACustomAIController | protectedvirtual |
| SetGenericTeamId(const FGenericTeamId &NewTeamID) override | ACustomAIController | virtual |
| ShootAction(const bool bStartShooting=true) override | ACustomAIController | protectedvirtual |
| ShootAtTargetAction(const bool bStartShooting=true, const FVector &TargetLocation=FVector::ZeroVector) override | ACustomAIController | protectedvirtual |
| SightConfig | ACustomAIController | protected |
| TargetActionUpdated(AActor *Actor, const FAIStimulus &Stimulus) | ACustomAIController | protected |
| TargetDamageUpdated(AActor *Actor, const FAIStimulus &Stimulus) | ACustomAIController | protected |
| TargetHearingUpdated(AActor *Actor, const FAIStimulus &Stimulus) | ACustomAIController | protected |
| TargetPerceptionForgotten(AActor *Actor) | ACustomAIController | protected |
| TargetPerceptionInfoUpdated(const FActorPerceptionUpdateInfo &UpdateInfo) | ACustomAIController | protected |
| TargetPerceptionUpdated(AActor *Actor, FAIStimulus Stimulus) | ACustomAIController | protected |
| TargetPredictionUpdated(AActor *Actor, const FAIStimulus &Stimulus) | ACustomAIController | protected |
| TargetSightUpdated(AActor *Actor, const FAIStimulus &Stimulus) | ACustomAIController | protected |
| TargetTeamUpdated(AActor *Actor, const FAIStimulus &Stimulus) | ACustomAIController | protected |
| TargetTouchUpdated(AActor *Actor, const FAIStimulus &Stimulus) | ACustomAIController | protected |
| TeamConfig | ACustomAIController | protected |
| TeamID | ACustomAIController | protected |
| UpdateMovementSpeed(const EAIMovementSpeed MovementSpeed=EAIMovementSpeed::Running, const EAIMovementType MovementType=EAIMovementType::Normal) override | ACustomAIController | protectedvirtual |
| UpdatePerceptionDetails() const | ACustomAIController |