/// <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);
/// <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);
/// <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);
/// <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);
protected void CleanUp(AAIController aIController, byte nodeMemory) => E_UBTTask_RotateToFaceBBEntry_CleanUp(this, aIController, nodeMemory);
/// <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);
/// <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);
public bool CheckAlreadyAtGoal(AAIController controller, AActor testGoal, float radius) => E_UPawnAction_Move_CheckAlreadyAtGoal_o1(this, controller, testGoal, radius);
public bool CheckAlreadyAtGoal(AAIController controller, FVector testLocation, float radius) => E_UPawnAction_Move_CheckAlreadyAtGoal(this, controller, testLocation, radius);
/// <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);