///<summary>Asks perception system to supply Requestor with PredictedActor's predicted location in PredictionTime seconds</summary> ///<remarks>Location is being predicted based on PredicterActor's current location and velocity</remarks> public static void RequestControllerPredictionEvent(AIController Requestor, Actor PredictedActor, float PredictionTime) => AISense_Prediction_methods.RequestControllerPredictionEvent_method.Invoke(Requestor, PredictedActor, PredictionTime);
internal bool on_PerformConditionCheckAI(AIController OwnerController, Pawn ControlledPawn, bool ReturnValue) => PerformConditionCheckAI != null?PerformConditionCheckAI(OwnerController, ControlledPawn, ReturnValue) : ReturnValue;
internal void on_ReceiveExecutionFinishAI(AIController OwnerController, Pawn ControlledPawn, byte NodeResult) => ReceiveExecutionFinishAI?.Invoke(OwnerController, ControlledPawn, NodeResult);
internal void on_ReceiveObserverDeactivatedAI(AIController OwnerController, Pawn ControlledPawn) => ReceiveObserverDeactivatedAI?.Invoke(OwnerController, ControlledPawn);
internal void on_ReceiveTickAI(AIController OwnerController, Pawn ControlledPawn, float DeltaSeconds) => ReceiveTickAI?.Invoke(OwnerController, ControlledPawn, DeltaSeconds);
internal void on_ReceiveExecutionStartAI(AIController OwnerController, Pawn ControlledPawn) => ReceiveExecutionStartAI?.Invoke(OwnerController, ControlledPawn);
internal void on_ReceiveAbortAI(AIController OwnerController, Pawn ControlledPawn) => ReceiveAbortAI?.Invoke(OwnerController, ControlledPawn);
internal void on_ReceiveDeactivationAI(AIController OwnerController, Pawn ControlledPawn) => ReceiveDeactivationAI?.Invoke(OwnerController, ControlledPawn);
///<summary>AIMove To</summary> public static AITask_MoveTo AIMoveTo(AIController Controller, Vector GoalLocation, Actor GoalActor, float AcceptanceRadius, byte StopOnOverlap, byte AcceptPartialPath, bool bUsePathfinding, bool bLockAILogic, bool bUseContinuosGoalTracking) => AITask_MoveTo_methods.AIMoveTo_method.Invoke(Controller, GoalLocation, GoalActor, AcceptanceRadius, StopOnOverlap, AcceptPartialPath, bUsePathfinding, bLockAILogic, bUseContinuosGoalTracking);
///<summary>Run EQS</summary> public static AITask_RunEQS RunEQS(AIController Controller, EnvQuery QueryTemplate) => AITask_RunEQS_methods.RunEQS_method.Invoke(Controller, QueryTemplate);