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
Properties¶
| Name | Type | Notes |
|---|---|---|
bAborted | bool | transient, private |
bAllowNewSameClassInstance | bool | |
bIgnoreNotifies | bool | |
bIgnoreStepAside | bool | |
bPendingPop | bool | transient, private |
bReplaceActiveSameClassInstance | bool | |
ChildCommand | GameAICommand | const, transient |
ChildStatus | Name | const, transient |
GameAIOwner | GameAIController | transient |
Status | Name | transient |
Functions¶
| Name | Declaration |
|---|---|
AllowStateTransitionTo | function bool AllowStateTransitionTo(Name StateName) |
AllowTransitionTo | function bool AllowTransitionTo(class<GameAICommand> AttemptCommand) |
DrawDebug | event DrawDebug(HUD H, Name Category) |
GetDebugOverheadText | function GetDebugOverheadText(PlayerController PC, out array |
GetDebugVerboseText | event String GetDebugVerboseText() |
GetDumpString | event String GetDumpString() |
HandlePathObstruction | function bool HandlePathObstruction(Actor BlockedBy) |
InitCommand | static function bool InitCommand(GameAIController AI) |
InitCommandUserActor | static function bool InitCommandUserActor(GameAIController AI, Actor UserActor) |
InternalPaused | final event InternalPaused(GameAICommand NewCommand) |
InternalPopped | event InternalPopped() |
InternalPrePushed | final event InternalPrePushed(GameAIController AI) |
InternalPushed | final event InternalPushed() |
InternalResumed | final event InternalResumed(Name OldCommandName) |
InternalTick | final event InternalTick(float DeltaTime) |
MoveUnreachable | function bool MoveUnreachable(Vector AttemptedDest, Actor AttemptedTarget) |
NotifyNeedRepath | function NotifyNeedRepath() |
Paused | function Paused(GameAICommand NewCommand) |
Popped | function Popped() |
PostPopped | function PostPopped() |
PrePushed | function PrePushed(GameAIController AI) |
Pushed | function Pushed() |
Resumed | function Resumed(Name OldCommandName) |
ShouldIgnoreNotifies | final native function bool ShouldIgnoreNotifies() |
Tick | function 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>.
| State | Functions |
|---|---|
| DEBUGSTATE | BeginState, ContinuedState, EndState, PausedState, PoppedState, PushedState |
| DelayFailure | |
| DelaySuccess |
Default values¶
Inherited¶
| From | Members |
|---|---|
| AICommandBase | 0 properties, 1 functions |
| Object | 13 properties, 308 functions |