Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.AIController

Extends
Controller
Modifiers
native ( AI )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController

Direct Known Subclasses:

UTBot, UTOnslaughtMiningRobotController, UTPawn_WeldingRobotController

Constants Summary
Inherited Contants from Engine.Controller
LATENT_MOVETOWARD
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
boolbAdjustFromWalls
boolbHunting
boolbReverseScriptedRoute
ActorScriptedFocus
ActorScriptedMoveTarget
RouteScriptedRoute
intScriptedRouteIndex
floatSkill
Inherited Variables from Engine.Controller
AdjustLoc, bAdjusting, bAdvancedTactics, bAffectedByHitEffects, bCanDoSpecial, bFire, bForceDesiredRotation, bForceStrafe, bGodMode, bIsPlayer, bLOSflag, bNotifyApex, bNotifyFallingHitWall, bNotifyPostLanded, bPreciseDestination, bPreparingMove, bSeeFriendly, bSlowerZAcquire, bSoaking, bUsePlayerHearing, bUsingPathLanes, CurrentPath, CurrentPathDir, Destination, Enemy, FailedMoveTarget, FailedReachLocation, FailedReachTime, FocalPoint, Focus, GoalList[4], GroundPitchTime, HighJumpNodeCostModifier, InUseNodeCostMultiplier, LaneOffset, LastFailedReach, LastRouteFind, MinHitWall, MoveFailureCount, MoveTarget, MoveTimer, NextController, NextRoutePath, OldBasedRotation, Pawn, PendingMover, PlayerNum, PlayerReplicationInfo, RespawnPredictionTime, RouteCache, RouteDist, RouteGoal, ShotTarget, SightCounter, SightCounterInterval, StartSpot, Target, ViewX, ViewY, ViewZ, VisiblePortals
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Controller
VisiblePortalInfo
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
functionactor GetOrderObject ()))
functionname GetOrders ()))
event GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation))
function NotifyWeaponFinishedFiring (Weapon W, byte FireMode)
function NotifyWeaponFired (Weapon W, byte FireMode)
function OnAIMoveToActor (SeqAct_AIMoveToActor Action))
event PoppedState ()))
ScriptedMove
event PoppedState ()))
ScriptedRouteMove
event PreBeginPlay ()))
functionbool PriorityObjective ()))
event PushedState ()))
ScriptedMove
function Reset ()))
function SetOrders (name NewOrders, Controller OrderGiver)
event SetTeam (int inTeamIdx))
functionbool ShouldAutoReload ()
functionbool ShouldRefire ()
Inherited Functions from Engine.Controller
ActorReachable, AllowDetourTo, BeginState, BeyondFogDistance, CanSee, CanSeeByPoints, CheckNearMiss, CleanupPRI, ClientSetLocation, ClientSetRotation, ClientSetWeapon, ClientSwitchToBestWeapon, CurrentLevelUnloaded, Destroyed, DisplayDebug, EndClimbLadder, EnemyJustTeleported, EnemyNotVisible, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishRotation, FireWeaponAt, GameHasEnded, GamePlayEndedState, GetActorEyesViewPoint, GetAdjustedAimFor, GetHumanReadableName, GetKillerController, GetPlayerViewPoint, GetRouteGoalAfter, GetTeamNum, HandlePathObstruction, HandlePickup, HearNoise, InitPlayerReplicationInfo, InLatentExecution, InstantWarnTarget, IsAimingAt, IsDead, IsInCombat, IsLocalPlayerController, IsSpectating, LandingShake, LineOfSightTo, LongFall, MayFall, MoverFinished, MoveTo, MoveToward, MoveUnreachable, NotifyAddInventory, NotifyBump, NotifyChangedWeapon, NotifyCoverAdjusted, NotifyCoverClaimViolation, NotifyCoverDisabled, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyProjLanded, NotifyTakeHit, OnCauseDamage, OnMakeNoise, OnPossess, OnTeleport, OnToggleAffectedByHitEffects, OnToggleGodMode, OnToggleHidden, PawnDied, PickTarget, PickWallAdjust, PointReachable, Possess, PostBeginPlay, RatePickup, ReadyForLift, ReceiveProjectileWarning, ReceiveWarning, ReplicatedEvent, Reset, Restart, RoundHasEnded, RouteCache_AddItem, RouteCache_Empty, RouteCache_InsertItem, RouteCache_RemoveIndex, RouteCache_RemoveItem, SeeMonster, SeePlayer, SendMessage, ServerGivePawn, ServerRestartPlayer, SetCharacter, SetupSpecialPathAbilities, StopFiring, StopLatentExecution, SwitchToBestWeapon, UnderLift, UnPossess, UpdateSex, WaitForLanding, WaitForMover, WarnProjExplode
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors

States Summary
ScriptedMove Source code
state ScriptedMove
/** * Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and * returns execution to previous state upon either success/failure. */
PoppedState, PushedState
ScriptedRouteMove Source code
state ScriptedRouteMove
/** scripted route movement state, pushes ScriptedMove for each point along the route */
PoppedState


Variables Detail

bAdjustFromWalls Source code

var bool bAdjustFromWalls;

bHunting Source code

var bool bHunting;

bReverseScriptedRoute Source code

var bool bReverseScriptedRoute;
if true, we're following the scripted route in reverse

ScriptedFocus Source code

var Actor ScriptedFocus;
view focus from last scripted action

ScriptedMoveTarget Source code

var Actor ScriptedMoveTarget;
Move target from last scripted action

ScriptedRoute Source code

var Route ScriptedRoute;
Route from last scripted action; if valid, sets ScriptedMoveTarget with the points along the route

ScriptedRouteIndex Source code

var int ScriptedRouteIndex;
if ScriptedRoute is valid, the index of the current point we're moving to

Skill Source code

var float Skill;


Functions Detail

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )
list important AIController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
@param HUD - HUD with canvas to draw on
@input out_YL - Height of the current font
@input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

GetOrderObject Source code

function actor GetOrderObject ( ) )

GetOrders Source code

function name GetOrders ( ) )

GetPlayerViewPoint Source code

simulated event GetPlayerViewPoint ( out vector out_Location, out Rotator out_Rotation) )

NotifyWeaponFinishedFiring Source code

function NotifyWeaponFinishedFiring ( Weapon W, byte FireMode )

NotifyWeaponFired Source code

function NotifyWeaponFired ( Weapon W, byte FireMode )

OnAIMoveToActor Source code

function OnAIMoveToActor ( SeqAct_AIMoveToActor Action) )
Scripting hook to move this AI to a specific actor.

PoppedState ScriptedMove Source code

event PoppedState ( ) )

PoppedState ScriptedRouteMove Source code

event PoppedState ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PriorityObjective Source code

function bool PriorityObjective ( ) )

PushedState ScriptedMove Source code

event PushedState ( ) )

Reset Source code

function Reset ( ) )

SetOrders Source code

function SetOrders ( name NewOrders, Controller OrderGiver )

SetTeam Source code

event SetTeam ( int inTeamIdx) )

ShouldAutoReload Source code

function bool ShouldAutoReload ( )

ShouldRefire Source code

function bool ShouldRefire ( )


Defaultproperties

defaultproperties
{
   bAdjustFromWalls=True
   bCanDoSpecial=True
   MinHitWall=-0.500000
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Controller:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__Controller:Sprite'
   End Object
   Components(0)=Sprite
   Name="Default__AIController"
   ObjectArchetype=Controller'Engine.Default__Controller'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:34.685 - Created with UnCodeX