Ejemplo n.º 1
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 /// <summary>
 /// Alternative AI version of ReceiveTick function.
 /// <see cref="ReceiveTick"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveTickAI(AAIController ownerController, APawn controlledPawn, float deltaSeconds)
 => E_UBTService_BlueprintBase_ReceiveTickAI(this, ownerController, controlledPawn, deltaSeconds);
Ejemplo n.º 2
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 /// <summary>
 /// Alternative AI version of ReceiveDeactivation function.
 /// <see cref="ReceiveDeactivation"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveDeactivationAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTService_BlueprintBase_ReceiveDeactivationAI(this, ownerController, controlledPawn);
 /// <summary>
 /// Alternative AI version of ReceiveExecute
 /// <see cref="ReceiveExecute"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveExecuteAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTTask_BlueprintBase_ReceiveExecuteAI(this, ownerController, controlledPawn);
Ejemplo n.º 4
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 /// <summary>
 /// Alternative AI version of ReceiveSearchStart function.
 /// <see cref="ReceiveSearchStart"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveSearchStartAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTService_BlueprintBase_ReceiveSearchStartAI(this, ownerController, controlledPawn);
Ejemplo n.º 5
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 /// <summary>
 /// Alternative AI version of ReceiveObserverDeactivated
 /// <see cref="ReceiveObserverDeactivated"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveObserverDeactivatedAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTDecorator_BlueprintBase_ReceiveObserverDeactivatedAI(this, ownerController, controlledPawn);
Ejemplo n.º 6
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 protected void CleanUp(AAIController aIController, byte nodeMemory)
 => E_UBTTask_RotateToFaceBBEntry_CleanUp(this, aIController, nodeMemory);
Ejemplo n.º 7
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 /// <summary>
 /// Alternative AI version of ReceiveExecutionStart
 /// <see cref="ReceiveExecutionStart"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveExecutionStartAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTDecorator_BlueprintBase_ReceiveExecutionStartAI(this, ownerController, controlledPawn);
Ejemplo n.º 8
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 /// <summary>
 /// Alternative AI version of ReceiveConditionCheck
 /// <see cref="ReceiveConditionCheck"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected bool PerformConditionCheckAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTDecorator_BlueprintBase_PerformConditionCheckAI(this, ownerController, controlledPawn);
Ejemplo n.º 9
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 public bool CheckAlreadyAtGoal(AAIController controller, AActor testGoal, float radius)
 => E_UPawnAction_Move_CheckAlreadyAtGoal_o1(this, controller, testGoal, radius);
Ejemplo n.º 10
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 public bool CheckAlreadyAtGoal(AAIController controller, FVector testLocation, float radius)
 => E_UPawnAction_Move_CheckAlreadyAtGoal(this, controller, testLocation, radius);
Ejemplo n.º 11
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 /// <summary>
 /// Asks perception system to supply Requestor with PredictedActor's predicted location in PredictionTime seconds
 /// <para>Location is being predicted based on PredicterActor's current location and velocity </para>
 /// </summary>
 public void RequestControllerPredictionEvent(AAIController requestor, AActor predictedActor, float predictionTime)
 => E_UAISense_Prediction_RequestControllerPredictionEvent(this, requestor, predictedActor, predictionTime);