|
Space Plunder
|
#include <CustomAIController.h>
Public Member Functions | |
| ACustomAIController () | |
| virtual ETeamAttitude::Type | GetTeamAttitudeTowards (const AActor &Other) const override |
| virtual void | SetGenericTeamId (const FGenericTeamId &NewTeamID) override |
| virtual FGenericTeamId | GetGenericTeamId () const override |
| int32 | GetTeamID () const |
| void | OnRep_MyTeamID (FGenericTeamId OldTeamID) |
| void | UpdatePerceptionDetails () const |
Public Attributes | |
| FGenericTeamId | MyTeamID |
Protected Member Functions | |
| virtual void | OnPossess (APawn *InPawn) override |
| virtual void | BeginPlay () override |
| virtual FVector | GetFocalPointOnActor (const AActor *Actor) const override |
| virtual void | Aim (const bool bStartAiming=true) override |
| virtual void | CrouchAction (const bool bCrouch=true) override |
| virtual void | ShootAction (const bool bStartShooting=true) override |
| virtual void | ShootAtTargetAction (const bool bStartShooting=true, const FVector &TargetLocation=FVector::ZeroVector) override |
| virtual float | Reload () override |
| virtual bool | CheckAmmo (bool &bNeedToReload) const override |
| virtual bool | GetHasWeapon () const override |
| virtual uint8 | GetWeaponFireMode () const override |
| virtual float | GetWeaponFireRate () const override |
| virtual void | UpdateMovementSpeed (const EAIMovementSpeed MovementSpeed=EAIMovementSpeed::Running, const EAIMovementType MovementType=EAIMovementType::Normal) override |
| virtual bool | PickupObject (const AActor *TargetObject) override |
| virtual float | MeleeAttack () override |
| virtual float | PlayAnimationMontage (UAnimMontage *Montage, const float PlayRate=1.0f, const float InTimeToStartMontageAt=0.0f, const bool bStopAllMontages=true) override |
| virtual FVector | PredictLocation (AActor *TargetActor) override |
| virtual TArray< AActor * > | GetHostileActors () const override |
| virtual TArray< AActor * > | GetPerceivedObjects (const TArray< EAIStimuliType > Filters) const override |
| virtual AActor * | GetBestHostileActor () const override |
| virtual float | GetMaxHealth () const override |
| virtual FVector | GetLastKnownLocation (AActor *TargetActor, const TArray< EAISense > &Senses) override |
| void | AIStateChanged (EAIStateType State) |
| void | OnForgottenStimulusBP (FAIStimulus Stimulus) |
| void | OnTargetPerceptionForgottenBP (AActor *Actor) |
| void | OnPerceptionUpdatedBP (const TArray< AActor * > &UpdatedActors) |
| void | OnTargetPerceptionUpdatedBP (AActor *Actor, FAIStimulus Stimulus) |
| void | OnTargetPerceptionInfoUpdatedBP (FActorPerceptionUpdateInfo UpdateInfo) |
| void | OnTargetSightUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | OnTargetHearingUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | OnTargetPredictionUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | OnTargetDamageUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | OnTargetTeamUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | OnTargetTouchUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | OnTargetActionUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | ForgottenStimulus (FAIStimulus Stimulus) |
| void | TargetPerceptionForgotten (AActor *Actor) |
| void | PerceptionUpdated (const TArray< AActor * > &UpdatedActors) |
| void | TargetPerceptionUpdated (AActor *Actor, FAIStimulus Stimulus) |
| void | TargetPerceptionInfoUpdated (const FActorPerceptionUpdateInfo &UpdateInfo) |
| void | CharacterDeath (FPlayerDeath &DeathInfo, APawn *PawnThatDied) |
| void | TargetSightUpdated (AActor *Actor, const FAIStimulus &Stimulus) |
| void | TargetHearingUpdated (AActor *Actor, const FAIStimulus &Stimulus) |
| void | TargetPredictionUpdated (AActor *Actor, const FAIStimulus &Stimulus) |
| void | TargetDamageUpdated (AActor *Actor, const FAIStimulus &Stimulus) |
| void | TargetTeamUpdated (AActor *Actor, const FAIStimulus &Stimulus) |
| void | TargetTouchUpdated (AActor *Actor, const FAIStimulus &Stimulus) |
| void | TargetActionUpdated (AActor *Actor, const FAIStimulus &Stimulus) |
Protected Attributes | |
| TObjectPtr< UBehaviorTree > | Behaviour = nullptr |
| class UAdvancedAIPerceptionComponent * | AIPerceptionComponent |
| class UAISenseConfig_Sight * | SightConfig |
| class UAISenseConfig_Hearing * | HearingConfig |
| class UAISenseConfig_Prediction * | PredictionConfig |
| class UAISenseConfig_Team * | TeamConfig |
| class UAISenseConfig_Damage * | DamageConfig |
| class UAISenseConfig_Actions * | ActionsConfig |
| class UAITraitsComponent * | AITraitsComponentReference |
| class ACustomAICharacter * | CustomAICharacter = nullptr |
| uint8 | TeamID = 2 |
| bool | bDebuggingMode = false |
| ACustomAIController::ACustomAIController | ( | ) |
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
protected |
|
overrideprotectedvirtual |
|
protected |
|
overrideprotectedvirtual |
Returns if out of ammo
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Will crouch the Character, defaults to true
Implements IAIActionsInterface.
|
protected |
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
|
inlineoverridevirtual |
|
overrideprotectedvirtual |
Returns if has a weapon
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overridevirtual |
|
inline |
|
overrideprotectedvirtual |
Returns Weapon Fire Mode
0 - Single
1 - Burst
2 - FullAuto
3 - Charge
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Return Weapon Fire Rate per Min
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
protected |
|
protected |
|
overrideprotectedvirtual |
| void ACustomAIController::OnRep_MyTeamID | ( | FGenericTeamId | OldTeamID | ) |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
This function is called when the perception of a specific actor (target) by the AI has been updated. It provides details about the perceived actor and the updated perception data (like sight, hearing, etc.) Use this when your AI behavior depends on the perception status of individual targets. For example, if you need to execute specific logic when an enemy becomes visible or when the sound of a specific ally is heard.
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overridevirtual |
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
overrideprotectedvirtual |
Implements IAIActionsInterface.
| void ACustomAIController::UpdatePerceptionDetails | ( | ) | const |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
| FGenericTeamId ACustomAIController::MyTeamID |
|
protected |
|
protected |
|
protected |
|
protected |