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IAIActionsInterface Class Referenceabstract

#include <AIActionsInterface.h>

Inheritance diagram for IAIActionsInterface:
ACustomAICharacter ACustomAIController ACampaignAICharacter AHordeAICharacter

Public Member Functions

virtual void CrouchAction (const bool bCrouch=true)=0
 
virtual void Aim (const bool bStartAiming=true)=0
 
virtual void ShootAction (const bool bStartShooting=true)=0
 
virtual void ShootAtTargetAction (const bool bStartShooting=true, const FVector &TargetLocation=FVector::ZeroVector)=0
 
virtual float Reload ()=0
 
virtual bool CheckAmmo (bool &bNeedToReload) const =0
 
virtual bool GetHasWeapon () const =0
 
virtual uint8 GetWeaponFireMode () const =0
 
virtual float GetWeaponFireRate () const =0
 
virtual void UpdateMovementSpeed (const EAIMovementSpeed MovementSpeed, const EAIMovementType MovementType)=0
 
virtual FVector PredictLocation (AActor *TargetActor)=0
 
virtual bool PickupObject (const AActor *TargetObject)=0
 
virtual FVector GetLastKnownLocation (AActor *TargetActor, const TArray< EAISense > &Senses)=0
 
virtual float MeleeAttack ()=0
 
virtual float PlayAnimationMontage (UAnimMontage *Montage, const float PlayRate=1.0f, const float InTimeToStartMontageAt=0.0f, const bool bStopAllMontages=true)=0
 
virtual TArray< AActor * > GetHostileActors () const =0
 
virtual TArray< AActor * > GetPerceivedObjects (const TArray< EAIStimuliType > Filters) const =0
 
virtual AActor * GetBestHostileActor () const =0
 
virtual float GetMaxHealth () const =0
 

Member Function Documentation

◆ Aim()

virtual void IAIActionsInterface::Aim ( const bool bStartAiming = true)
pure virtual

◆ CheckAmmo()

virtual bool IAIActionsInterface::CheckAmmo ( bool & bNeedToReload) const
pure virtual

Returns if out of ammo

Implemented in ACustomAICharacter, and ACustomAIController.

◆ CrouchAction()

virtual void IAIActionsInterface::CrouchAction ( const bool bCrouch = true)
pure virtual

Will crouch the Character, defaults to true

Implemented in ACustomAICharacter, and ACustomAIController.

◆ GetBestHostileActor()

virtual AActor * IAIActionsInterface::GetBestHostileActor ( ) const
pure virtual

◆ GetHasWeapon()

virtual bool IAIActionsInterface::GetHasWeapon ( ) const
pure virtual

Returns if has a weapon

Implemented in ACustomAICharacter, and ACustomAIController.

◆ GetHostileActors()

virtual TArray< AActor * > IAIActionsInterface::GetHostileActors ( ) const
pure virtual

◆ GetLastKnownLocation()

virtual FVector IAIActionsInterface::GetLastKnownLocation ( AActor * TargetActor,
const TArray< EAISense > & Senses )
pure virtual

◆ GetMaxHealth()

virtual float IAIActionsInterface::GetMaxHealth ( ) const
pure virtual

◆ GetPerceivedObjects()

virtual TArray< AActor * > IAIActionsInterface::GetPerceivedObjects ( const TArray< EAIStimuliType > Filters) const
pure virtual

◆ GetWeaponFireMode()

virtual uint8 IAIActionsInterface::GetWeaponFireMode ( ) const
pure virtual

Returns Weapon Fire Mode
0 - Single
1 - Burst
2 - FullAuto
3 - Charge

Implemented in ACustomAICharacter, and ACustomAIController.

◆ GetWeaponFireRate()

virtual float IAIActionsInterface::GetWeaponFireRate ( ) const
pure virtual

Return Weapon Fire Rate per Min

Implemented in ACustomAICharacter, and ACustomAIController.

◆ MeleeAttack()

virtual float IAIActionsInterface::MeleeAttack ( )
pure virtual

◆ PickupObject()

virtual bool IAIActionsInterface::PickupObject ( const AActor * TargetObject)
pure virtual

◆ PlayAnimationMontage()

virtual float IAIActionsInterface::PlayAnimationMontage ( UAnimMontage * Montage,
const float PlayRate = 1.0f,
const float InTimeToStartMontageAt = 0.0f,
const bool bStopAllMontages = true )
pure virtual

◆ PredictLocation()

virtual FVector IAIActionsInterface::PredictLocation ( AActor * TargetActor)
pure virtual

◆ Reload()

virtual float IAIActionsInterface::Reload ( )
pure virtual

◆ ShootAction()

virtual void IAIActionsInterface::ShootAction ( const bool bStartShooting = true)
pure virtual

◆ ShootAtTargetAction()

virtual void IAIActionsInterface::ShootAtTargetAction ( const bool bStartShooting = true,
const FVector & TargetLocation = FVector::ZeroVector )
pure virtual

◆ UpdateMovementSpeed()

virtual void IAIActionsInterface::UpdateMovementSpeed ( const EAIMovementSpeed MovementSpeed,
const EAIMovementType MovementType )
pure virtual

The documentation for this class was generated from the following file: