Skip to content

UTBLAILibrary

#include <TBLAILibrary.h>

Inherits from UBlueprintFunctionLibrary

Public Functions

Name
void AITagActor(AActor * Actor, FGameplayTagContainer TagsToAdd, [[EFaction]] Faction, bool bUntagWhenActorDies)
void AITagManyActors(TArray< AActor * > Actors, FGameplayTagContainer TagsToAdd, [[EFaction]] Faction, bool bUntagWhenActorDies)
void AIUntagActor(AActor * Actor, FGameplayTagContainer TagsToRemove, [[EFaction]] Faction)
void AIUntagAllActorsForFaction(UObject * WorldContextObject, FGameplayTagContainer TagsToRemove, [[EFaction]] Faction)
void AIUntagManyActors(TArray< AActor * > Actor, FGameplayTagContainer TagsToRemove, [[EFaction]] Faction)
void ClearAllAITagsForFaction(UObject * WorldContextObject, [[EFaction]] Faction)
void CreateAvoidanceArea(UObject * WorldContextObject, UObject * Instigator, const FVector & Location, float Radius)
FGameplayTagContainer GetActorAITags(AActor * Actor, [[EFaction]] Faction)
TSet< AActor * > GetActorsByAITag(UObject * WorldContextObject, [[FGameplayTag]] Tag, [[EFaction]] Faction)
bool GetPerceivedLocationOfActor(AAIController * Controller, AActor * Actor, FVector & OutVector)
float InfluenceAtLocation(TSubclassOf< UI_Influence > InfluenceInput, AAIController * Controller, FVector Location)
void PlayEmote(ATBLCharacter * Character, FName EmoteName)
void RemoveAvoidanceArea(UObject * WorldContextObject, UObject * Instigator)
ATBLAIController * SpawnTBLAIControllerFromClass(UObject * WorldContextObject, [[EFaction]] Faction, TSubclassOf< ATBLAIController > ControllerClass, TSubclassOf< ATBLCharacter > NextSpawnCharacterClass, UBehaviorTree * BehaviorTree, bool IsPlayerBot)
ATBLCharacter * SpawnTBLAIFromClass(UObject * WorldContextObject, TSubclassOf< ATBLCharacter > CharacterClass, [[EFaction]] Faction, TSubclassOf< ATBLAIController > ControllerClass, UBehaviorTree * BehaviorTree, FVector Location, FRotator Rotation, bool bNoCollisionFail)
UTBLAILibrary()

Updated on 2025-01-21 at 09:02:24 +0100