- See
Engine\Source\Runtime\AIModule
- See
AITypes.h
Core
AAIController
AIController
is the base class of controllers for AI-controlled Pawns.
AIController
s manage the artificial intelligence for the pawns they control.
UAIHotSpotManager
Created in UAISystem::PostInitProperties
.
UAISystemBase
UAISystem
UAISubsystem
Logic
Messages
FAIMessage
FAIMessageObserver
Brain
UBrainComponent
Behavior Tree
UBehaviorTreeManager
Created in UAISystem::PostInitProperties
.
UBehaviorTreeComponent
Component used to run a behavior tree.
State Tree
UStateTreeComponent
Component used to run a state tree.
UStateTreeAIComponent
State tree component designed to be run on an AIController
.
Place it on your AI Controller.
IStateTreeSchemaProvider
Implementing this interface allows derived class to override the schema used to filter valid state trees for a FStateTreeReference
.
The state tree reference property needs to be marked with SchemaCanBeOverriden
metatag.
Resources
IAIResourceInterface
Navigation
See also Navigation
folder.
Core
UNavLocalGridManager
Manager for local navigation grids.
Builds non overlapping grid from multiple sources, that can be used later for pathfinding.
Check also: UGridPathFollowingComponent
, FNavLocalGridData
.
Created in UAISystem::PostInitProperties
.
UNavigationSystemBase
Path
UPathFollowingComponent
UCrowdFollowingComponent
UGridPathFollowingComponent
Path following augmented with local navigation grids. Keeps track of nearby grids and use them instead of navigation path when agent is inside. Once outside grid, regular path following is resumed. This allows creating dynamic navigation obstacles with fully static navigation (e.g. static navmesh), as long as they are minor modifications for path. Not recommended for blocking off entire corridors. Does not replace proper avoidance for dynamic obstacles!
IPathFollowingAgentInterface
Move
FAIMoveRequest
Unique struct made on AI move request.
Perception
- See also
Perception
folder. - See
AIPerceptionTypes.h
Core
UAIPerceptionSystem
AI Subsystem managing AI Perception through registered AI Senses between Listeners and Stimuli Sources.
Created in UAISystem::PostInitProperties
.
This subsystem holds a list of Senses
.
Inside UAIPerceptionSystem::Tick
it calls UAISense::Tick
for each Senses
.
This function calls UAISense::Update
, which does something different depending on the sight.
UAIPerceptionStimuliSourceComponent
Gives owning actor a way to auto-register as perception system’s sense stimuli source.
UPawnSensingComponent
Deprecated since 5.5.
IAIPerceptionListenerInterface
Senses - Base
See UAIPerceptionSystem
for more information on how they are used.
UAISense
Base class of all sense classes.
UAISenseEvent
Senses - Sight
UAISense_Sight
Inside UAISense_Sight::Update
, UAISense_Sight::ComputeVisibility
is called, which calls FAISystem::CheckIsTargetInSightCone
.
IAISightTargetInterface
FAISightQuery
Senses - Blueprint
UAISense_Blueprint
Senses - Damage
UAISense_Damage
Senses - Hearing
UAISense_Hearing
Senses - Prediction
UAISense_Prediction
Senses - Team
UAISense_Team
Senses - Touch
UAISense_Touch
Env Query
Core
UEnvQueryManager
Created in UAISystem::PostInitProperties
.