• 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

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.