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ATBLAIController

#include <TBLAIController.h>

Inherits from AAIController

Inherited by ATBLAICombatController

Public Functions

Name
ATBLAIController()
void AttemptReturnToNavMesh()
bool CanPathFollow() const
void DestroyController(AController * Controller)
void DestroyControllerAndPawn(AController * Controller, APawn * TargetPawn)
void Dismount()
AActor * GetTarget()
float GetTargetMaxDistance()
void GiveWeapon(FName Weapon)
bool IsBackfillBot()
bool IsDummyBot() const
bool IsLevelSpawnedBot()
bool IsOnNavMesh() const
void Jump()
void LogError(FName ErrorType, const FString & Message, bool bError)
void LogEvent(FName EventName, AActor * Target, const FString & DebugStr)
void MoveInput(FVector2D InputDir, float Time, bool bAllowPathing)
bool MoveToNavMesh(FVector PathGoal, AActor * PathGoalActor)
bool MoveToTargetLocation(FVector Target)
void ResetError(FName ErrorType)
void ReturnToNavMeshExpired()
void SetBackfillBot(bool bBackfill)
void SetDummyBot(bool bDummy)
void SetNullBot(bool bNull)
void SetTargetMaxDistance(float MaxDistance)
void StopReturnToNavMesh()
void StopUsingInteractable()
void Suicide()
void UseInteractable(UInteractableComponent * Interactable, bool bHold)

Public Attributes

Name
TArray< FAIEventLog > AIEventLog
int32 BotId
FString BotName
UAIControlHandler * ControlHandler
UInteractableComponent * CurrentlyUsedInteractable
UBehaviorTree * DefaultBehaviorTree
UUtilityAI_DecisionMaker * GeneralDecisionMakerComponent
float IdleTime
UInputReplayComponent * InputReplayComponent
bool IsInteractableUseBeingHeld
FVector MoveToNavMeshTarget
TMap< AActor *, int32 > NumTimesTargetted
FOnFailedToSpawn OnFailedToSpawn
FAIUsingInteractable OnInteractableStartedToBeHeld
FAIUsingInteractable OnInteractableStoppedBeingHeld
FAIUsingInteractable OnInteractableUsed
FAIPossessedPawnSignature OnPossessedPawn
FOnPawnPendingDestroy OnPossessedPawnPendingDestroy
FOnStartedBehaviorTree OnStartedBehaviorTree
ATBLPlayerController * OverridePlayerController
FAIPersonality Personality
FName PersonalityRowOverride
UDataTable * PersonalityTable
TArray< TEnumAsByte< [[EAudioPersonalityType::Type]] > > PossiblePersonalities
AAIPlayerStart * SpawnPoint
bool bCreatePlayerState
bool bIsLevelSpawnedBot
bool bIsPlayerCustomizedBot
bool bOverridePersonalityRow
bool bOverrideRotation
bool bUseCrowdManager

Protected Attributes

Name
TArray< FName > LoggedErrorTypes
FVector2D MoveInputDirection
float MoveInputTime
int32 NavMeshReturnAttemptCount
FTimerHandle NavMeshReturnAttemptHandle
FVector PreviousLocation
FVector SpawnLocation
FRotator SpawnRotation
float TargetMaxDistance
bool bAllowPathingWithMoveInput
bool bBackfillBot
bool bDummyBot
bool bNullBot

Updated on 2025-01-21 at 09:02:23 +0100