- See
Engine\Source\Runtime\AIModule - See
AITypes.h
Core
AAIController
AIController is the base class of controllers for AI-controlled Pawns.
AIControllers 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
See also State Tree and State Tree Schemas
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 and AI Navigation Types.
Perception
- See
Perceptionfolder and AI Perception Types. - See
AIPerceptionTypes.h
Env Query
Core
UEnvQueryManager
Created in UAISystem::PostInitProperties.