AController > AActor > UObject
Function | Flags | Offset | Share |
---|---|---|---|
bool UseBlackboard(UBlackboardData* BlackboardAsset, UBlackboardComponent*& BlackboardComponent) | Final|Native|Public|HasOutParms|BlueprintCallable | 0x4458970 | |
void UnclaimTaskResource(UGameplayTaskResource* ResourceClass) | Final|Native|Public|BlueprintCallable | 0x4458720 | |
void SetPathFollowingComponent(UPathFollowingComponent* NewPFComponent) | Final|Native|Public|BlueprintCallable | 0x4458210 | |
void SetMoveBlockDetection(bool bEnable) | Final|Native|Public|BlueprintCallable | 0x4458180 | |
bool RunBehaviorTree(UBehaviorTree* BTAsset) | Native|Public|BlueprintCallable | 0x4457f90 | |
void OnUsingBlackBoard(UBlackboardComponent* BlackboardComp, UBlackboardData* BlackboardAsset) | Event|Protected|BlueprintEvent | 0x26ccef0 | |
void OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed, FGameplayResourceSet FreshlyReleased) | Native|Public | 0x4457c50 | |
EPathFollowingRequestResult MoveToLocation(FVector& Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, UNavigationQueryFilter* FilterClass, bool bAllowPartialPath) | Final|Native|Public|HasOutParms|HasDefaults|BlueprintCallable | 0x44579c0 | |
EPathFollowingRequestResult MoveToActor(AActor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, UNavigationQueryFilter* FilterClass, bool bAllowPartialPath) | Final|Native|Public|BlueprintCallable | 0x4457780 | |
void K2_SetFocus(AActor* NewFocus) | Final|Native|Public|BlueprintCallable | 0x44575e0 | |
void K2_SetFocalPoint(FVector FP) | Final|Native|Public|HasDefaults|BlueprintCallable | 0x4457550 | |
void K2_ClearFocus() | Final|Native|Public|BlueprintCallable | 0x4457530 | |
bool HasPartialPath() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x4457350 | |
UPathFollowingComponent* GetPathFollowingComponent() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x44570a0 | |
EPathFollowingStatus GetMoveStatus() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x4456fe0 | |
FVector GetImmediateMoveDestination() | Final|Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const | 0x4456eb0 | |
AActor* GetFocusActor() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x4456e80 | |
FVector GetFocalPointOnActor(AActor* Actor) | Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const | 0x4456dd0 | |
FVector GetFocalPoint() | Final|Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const | 0x4456d90 | |
UAIPerceptionComponent* GetAIPerceptionComponent() | Final|Native|Public|BlueprintCallable|BlueprintPure | 0x44568f0 | |
void ClaimTaskResource(UGameplayTaskResource* ResourceClass) | Final|Native|Public|BlueprintCallable | 0x44565d0 |