GameAIController
Class in GameFramework · GameFramework.GameAIController · abstract, native, config
Object › Actor › Controller › AIController › GameAIController
Using it from Lua
h7.find_all("GameAIController") -- live instances
h7.find_class("GameFramework.GameAIController") -- the class
h7.hook("GameFramework.GameAIController.AbortCommand", fn)
Properties
| Name | Type | Notes |
AILogFile | FileLog | transient |
AILogFilter | array | config |
bAIBroken | bool | transient |
bAIDrawDebug | bool | config |
bAILogging | bool | config |
bAILogToWindow | bool | config |
bFlushAILogEachLine | bool | config |
bHasRunawayCommandList | bool | transient |
bMapBasedLogName | bool | config |
CommandHistory | array<AICmdHistoryItem> | const, transient |
CommandHistoryNum | int | config |
CommandList | GameAICommand | const, transient |
DebugTextMaxLen | float | |
DemoActionString | string | |
Functions
| Name | Declaration |
AbortCommand | native function bool AbortCommand(GameAICommand AbortCmd, optional class<GameAICommand> AbortClass) |
AILog_Internal | event AILog_Internal(coerce string LogText, optional Name LogCategory, optional bool bForce) |
AllCommands | final native iterator function AllCommands(class<GameAICommand> BaseClass, out GameAICommand Cmd) |
CheckCommandCount | final native function CheckCommandCount() |
Destroyed | event Destroyed() |
DumpCommandStack | final native function DumpCommandStack() |
FindCommandOfClass | final native function GameAICommand FindCommandOfClass(class<GameAICommand> SearchClass) |
GetActionString | final simulated event string GetActionString() |
GetActiveCommand | final native function GameAICommand GetActiveCommand() |
GetAICommandInStack | native function GameAICommand GetAICommandInStack(const class<GameAICommand> InClass) |
GetDestinationOffset | function float GetDestinationOffset() |
PopCommand | native function PopCommand(GameAICommand ToBePoppedCommand) |
PushCommand | native function PushCommand(GameAICommand NewCommand) |
ReachedIntermediateMoveGoal | function ReachedIntermediateMoveGoal() |
ReachedMoveGoal | function ReachedMoveGoal() |
RecordDemoAILog | protected function RecordDemoAILog(coerce string LogText) |
SetDesiredRotation | function SetDesiredRotation(Rotator TargetDesiredRotation, bool InLockDesiredRotation = FALSE, bool InUnlockWhenReached = FALSE, FLOAT InterpolationTime = -1.f) |
States
State code replaces the class's functions while the object is in that state. Hook a state's version as GameFramework.GameAIController.<State>.<Function>.
| State | Functions |
| DEBUGSTATE | BeginState, ContinuedState, EndState, PausedState, PoppedState, PushedState |
Inherited