AController > AActor > UObject
Function | Flags | Offset | Share |
---|---|---|---|
bool UseBlackboard(UBlackboardData* BlackboardAsset, UBlackboardComponent*& BlackboardComponent) | Final|Native|Public|HasOutParms|BlueprintCallable | 0x768c2f0 | |
void UnclaimTaskResource(UGameplayTaskResource* ResourceClass) | Final|Native|Public|BlueprintCallable | 0x768c0a0 | |
void SetPathFollowingComponent(UPathFollowingComponent* NewPFComponent) | Final|Native|Public|BlueprintCallable | 0x768bb90 | |
void SetMoveBlockDetection(bool bEnable) | Final|Native|Public|BlueprintCallable | 0x768bb00 | |
bool RunBehaviorTree(UBehaviorTree* BTAsset) | Native|Public|BlueprintCallable | 0x768b900 | |
void OnUsingBlackBoard(UBlackboardComponent* BlackboardComp, UBlackboardData* BlackboardAsset) | Event|Protected|BlueprintEvent | 0x5284360 | |
void OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed, FGameplayResourceSet FreshlyReleased) | Native|Public | 0x768b5c0 | |
EPathFollowingRequestResult MoveToLocation(FVector& Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, UNavigationQueryFilter* FilterClass, bool bAllowPartialPath) | Final|Native|Public|HasOutParms|HasDefaults|BlueprintCallable | 0x768b330 | |
EPathFollowingRequestResult MoveToActor(AActor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, UNavigationQueryFilter* FilterClass, bool bAllowPartialPath) | Final|Native|Public|BlueprintCallable | 0x768b0f0 | |
void K2_SetFocus(AActor* NewFocus) | Final|Native|Public|BlueprintCallable | 0x768af50 | |
void K2_SetFocalPoint(FVector FP) | Final|Native|Public|HasDefaults|BlueprintCallable | 0x768aec0 | |
void K2_ClearFocus() | Final|Native|Public|BlueprintCallable | 0x768aea0 | |
bool HasPartialPath() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x768acc0 | |
UPathFollowingComponent* GetPathFollowingComponent() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x768aa10 | |
EPathFollowingStatus GetMoveStatus() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x768a950 | |
FVector GetImmediateMoveDestination() | Final|Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const | 0x768a820 | |
AActor* GetFocusActor() | Final|Native|Public|BlueprintCallable|BlueprintPure|Const | 0x768a7f0 | |
FVector GetFocalPointOnActor(AActor* Actor) | Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const | 0x768a740 | |
FVector GetFocalPoint() | Final|Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const | 0x768a700 | |
UAIPerceptionComponent* GetAIPerceptionComponent() | Final|Native|Public|BlueprintCallable|BlueprintPure | 0x768a260 | |
void ClaimTaskResource(UGameplayTaskResource* ResourceClass) | Final|Native|Public|BlueprintCallable | 0x7689f60 |