Classes

AAIController

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