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UTBLAISystem

#include <TBLAISystem.h>

Inherits from UAISystem

Public Functions

Name
void CreateAvoidanceArea(UObject * Instigator, const FVector & Location, float Radius)
TSet< ATBLAIController * > GetControllersTargetting(AActor * Target) const
TSet< ATBLAIController * > GetControllersTargettingLocation(const FVector & TargetLocation) const
TSet< ATBLAIController * > GetControllersWithBehaviour(TSubclassOf< UUtilityAI_Behavior > Behaviour) const
TSet< ATBLAIController * > GetControllersWithWeapon(TSubclassOf< AInventoryItem > Weapon) const
int32 GetNumControllersRegistered([[EFaction]] Faction) const
int32 GetNumControllersTargetting(AActor * Target) const
int32 GetNumControllersTargettingLocation(const FVector & TargetLocation) const
int32 GetNumControllersWithBehaviour(TSubclassOf< UUtilityAI_Behavior > Behaviour) const
int32 GetNumControllersWithWeapon(TSubclassOf< AInventoryItem > Weapon) const
float GetObjectiveTimePercentRemaining() const
float GetObjectiveTimeRemaining() const
FVector GetSpawnCenter([[EFaction]] Faction)
void NotifyControllerTarget(ATBLAIController * Controller, AActor * NewTarget)
void NotifyControllerTargetLocation(ATBLAIController * Controller, const FVector & NewTargetLocation)
void OnPlayerPossessed(AController * Controller, ATBLCharacter * Character)
void RemoveAvoidanceArea(UObject * Instigator)
UTBLAISystem()

Public Attributes

Name
TMap< TSubclassOf< UUtilityAI_Behavior >, FControllerArray > BehaviourMap
TArray< FString > BotNames
TSet< ATBLAIController * > BotsWithSpecialNames
TMap< ATBLAIController *, TSubclassOf< UUtilityAI_Behavior > > ControllerBehaviourMap
TMap< ATBLAIController *, FVector > ControllerLocationMap
TMap< ATBLAIController *, FWeaponClassSet > ControllerWeaponMap
TMap< AActor *, FControllerArray > CurrentTargeters
TMap< ATBLAIController *, AActor * > CurrentTargets
TMap< FVector, FControllerArray > LocationMap
UAITagSystem * TagSystem
TMap< TSubclassOf< AInventoryItem >, FControllerArray > WeaponMap

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