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GameAICommand

Class in GameFramework · GameFramework.GameAICommand · abstract, native

Object › AICommandBase › GameAICommand

Within: GameAIController

Subclasses: GameAICmd_Hover_MoveToGoal, GameAICmd_Hover_MoveToGoal_Mesh

Using it from Lua
h7.find_all("GameAICommand")            -- live instances
h7.find_class("GameFramework.GameAICommand")   -- the class
h7.hook("GameFramework.GameAICommand.AllowStateTransitionTo", fn)

Properties

NameTypeNotes
bAbortedbooltransient, private
bAllowNewSameClassInstancebool
bIgnoreNotifiesbool
bIgnoreStepAsidebool
bPendingPopbooltransient, private
bReplaceActiveSameClassInstancebool
ChildCommandGameAICommandconst, transient
ChildStatusNameconst, transient
GameAIOwnerGameAIControllertransient
StatusNametransient

Functions

NameDeclaration
AllowStateTransitionTofunction bool AllowStateTransitionTo(Name StateName)
AllowTransitionTofunction bool AllowTransitionTo(class<GameAICommand> AttemptCommand)
DrawDebugevent DrawDebug(HUD H, Name Category)
GetDebugOverheadTextfunction GetDebugOverheadText(PlayerController PC, out array OutText)
GetDebugVerboseTextevent String GetDebugVerboseText()
GetDumpStringevent String GetDumpString()
HandlePathObstructionfunction bool HandlePathObstruction(Actor BlockedBy)
InitCommandstatic function bool InitCommand(GameAIController AI)
InitCommandUserActorstatic function bool InitCommandUserActor(GameAIController AI, Actor UserActor)
InternalPausedfinal event InternalPaused(GameAICommand NewCommand)
InternalPoppedevent InternalPopped()
InternalPrePushedfinal event InternalPrePushed(GameAIController AI)
InternalPushedfinal event InternalPushed()
InternalResumedfinal event InternalResumed(Name OldCommandName)
InternalTickfinal event InternalTick(float DeltaTime)
MoveUnreachablefunction bool MoveUnreachable(Vector AttemptedDest, Actor AttemptedTarget)
NotifyNeedRepathfunction NotifyNeedRepath()
Pausedfunction Paused(GameAICommand NewCommand)
Poppedfunction Popped()
PostPoppedfunction PostPopped()
PrePushedfunction PrePushed(GameAIController AI)
Pushedfunction Pushed()
Resumedfunction Resumed(Name OldCommandName)
ShouldIgnoreNotifiesfinal native function bool ShouldIgnoreNotifies()
Tickfunction Tick(float DeltaTime)

States

State code replaces the class's functions while the object is in that state. Hook a state's version as GameFramework.GameAICommand.<State>.<Function>.

StateFunctions
DEBUGSTATEBeginState, ContinuedState, EndState, PausedState, PoppedState, PushedState
DelayFailure
DelaySuccess

Default values

bAllowNewSameClassInstance=FALSE
bReplaceActiveSameClassInstance=FALSE

Inherited

FromMembers
AICommandBase0 properties, 1 functions
Object13 properties, 308 functions