#include <PatrolPath.h>
◆ APatrolPath()
| APatrolPath::APatrolPath |
( |
| ) |
|
10{
11 PrimaryActorTick.bCanEverTick = false;
12
13 AIStimuliComponent = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT(
"Stimuli Component"));
15
16 SplineComponent = CreateDefaultSubobject<USplineComponent>(TEXT(
"Spline Component"));
18}
class USplineComponent * SplineComponent
Definition PatrolPath.h:46
class UAIPerceptionStimuliSourceComponent * AIStimuliComponent
Definition PatrolPath.h:44
◆ BeginPlay()
| void APatrolPath::BeginPlay |
( |
| ) |
|
|
overrideprotectedvirtual |
21{
22 Super::BeginPlay();
24}
◆ GetDefaultInteraction()
| virtual bool APatrolPath::GetDefaultInteraction |
( |
FInteractionType & | Type | ) |
const |
|
inlineoverrideprotectedvirtual |
FInteractionData InteractionData
Definition PatrolPath.h:50
bool GetDefaultInteraction(FInteractionType &Default) const
Definition BaseData.h:473
◆ GetInteraction()
|
|
inlineoverrideprotectedvirtual |
Definition Interaction.Build.cs:6
bool GetInteraction(FInteractionType &Type, const EInteractionType Interaction) const
Definition BaseData.h:483
◆ GetInteractionData()
◆ GetIsCharacter()
| virtual bool APatrolPath::GetIsCharacter |
( |
| ) |
const |
|
inlineoverridevirtual |
◆ GetIsDeadEnd()
| bool APatrolPath::GetIsDeadEnd |
( |
| ) |
const |
|
overridevirtual |
◆ GetNextBridgePatrolPointActor()
| AActor * APatrolPath::GetNextBridgePatrolPointActor |
( |
| ) |
const |
|
overridevirtual |
◆ GetNextPatrolPointActor()
| AActor * APatrolPath::GetNextPatrolPointActor |
( |
bool & | bIsBridgeAvailable | ) |
const |
|
overridevirtual |
◆ GetObjectDisplayName()
| virtual FString APatrolPath::GetObjectDisplayName |
( |
| ) |
const |
|
inlineoverridevirtual |
30{return "Patrol Path";};
◆ GetPreviousPatrolPointActor()
| AActor * APatrolPath::GetPreviousPatrolPointActor |
( |
bool & | bIsBridgeAvailable | ) |
const |
|
overridevirtual |
◆ GetRadius()
| virtual float APatrolPath::GetRadius |
( |
| ) |
const |
|
inlineoverridevirtual |
◆ GetTimeToWait()
| bool APatrolPath::GetTimeToWait |
( |
float & | WaitMin, |
|
|
float & | WaitMax ) const |
|
overridevirtual |
◆ GetVisibleInteractions()
| virtual TArray< FInteractionType > APatrolPath::GetVisibleInteractions |
( |
| ) |
const |
|
inlineoverrideprotectedvirtual |
TArray< FInteractionType > GetVisibleInteractions() const
Definition BaseData.h:556
◆ OnFinishSpawning()
| void APatrolPath::OnFinishSpawning |
( |
| ) |
|
|
overridevirtual |
◆ SetGravityEnabled()
| virtual void APatrolPath::SetGravityEnabled |
( |
const bool | bValue | ) |
|
|
inlineoverridevirtual |
◆ SetInteractionAvailable()
| virtual bool APatrolPath::SetInteractionAvailable |
( |
const EInteractionType | Interaction, |
|
|
const bool | bValue ) |
|
inlineoverrideprotectedvirtual |
bool SetInteractionAvailable(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:531
◆ SetInteractionHidden()
| virtual bool APatrolPath::SetInteractionHidden |
( |
const EInteractionType | Interaction, |
|
|
const bool | bValue ) |
|
inlineoverrideprotectedvirtual |
Interaction Data Manipulation, so Actors can change there Interaction Data struct from BP
bool SetInteractionHidden(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:496
◆ SetInteractionHold()
| virtual bool APatrolPath::SetInteractionHold |
( |
const EInteractionType | Interaction, |
|
|
const bool | bValue ) |
|
inlineoverrideprotectedvirtual |
bool SetInteractionHold(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:543
◆ SetOnlyInteractionVisible()
| virtual void APatrolPath::SetOnlyInteractionVisible |
( |
const EInteractionType | Interaction | ) |
|
|
inlineoverrideprotectedvirtual |
void SetOnlyInteractionVisible(const EInteractionType Interaction)
Definition BaseData.h:508
◆ AIStimuliComponent
| class UAIPerceptionStimuliSourceComponent* APatrolPath::AIStimuliComponent |
|
protected |
◆ bDebuggingMode
| bool APatrolPath::bDebuggingMode = false |
|
protected |
◆ InteractionData
◆ PathColor
| FLinearColor APatrolPath::PathColor = FLinearColor::Blue |
|
protected |
◆ PathGroup
| int32 APatrolPath::PathGroup = 1 |
|
protected |
◆ Radius
| float APatrolPath::Radius = 50.0f |
|
protected |
◆ SplineComponent
| class USplineComponent* APatrolPath::SplineComponent |
|
protected |
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Public/Actors/PatrolPath.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Private/Actors/PatrolPath.cpp