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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

NameTypeNotes
AILogFileFileLogtransient
AILogFilterarrayconfig
bAIBrokenbooltransient
bAIDrawDebugboolconfig
bAILoggingboolconfig
bAILogToWindowboolconfig
bFlushAILogEachLineboolconfig
bHasRunawayCommandListbooltransient
bMapBasedLogNameboolconfig
CommandHistoryarray<AICmdHistoryItem>const, transient
CommandHistoryNumintconfig
CommandListGameAICommandconst, transient
DebugTextMaxLenfloat
DemoActionStringstring

Functions

NameDeclaration
AbortCommandnative function bool AbortCommand(GameAICommand AbortCmd, optional class<GameAICommand> AbortClass)
AILog_Internalevent AILog_Internal(coerce string LogText, optional Name LogCategory, optional bool bForce)
AllCommandsfinal native iterator function AllCommands(class<GameAICommand> BaseClass, out GameAICommand Cmd)
CheckCommandCountfinal native function CheckCommandCount()
Destroyedevent Destroyed()
DumpCommandStackfinal native function DumpCommandStack()
FindCommandOfClassfinal native function GameAICommand FindCommandOfClass(class<GameAICommand> SearchClass)
GetActionStringfinal simulated event string GetActionString()
GetActiveCommandfinal native function GameAICommand GetActiveCommand()
GetAICommandInStacknative function GameAICommand GetAICommandInStack(const class<GameAICommand> InClass)
GetDestinationOffsetfunction float GetDestinationOffset()
PopCommandnative function PopCommand(GameAICommand ToBePoppedCommand)
PushCommandnative function PushCommand(GameAICommand NewCommand)
ReachedIntermediateMoveGoalfunction ReachedIntermediateMoveGoal()
ReachedMoveGoalfunction ReachedMoveGoal()
RecordDemoAILogprotected function RecordDemoAILog(coerce string LogText)
SetDesiredRotationfunction 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>.

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

Inherited

FromMembers
AIController7 properties, 9 functions
Controller62 properties, 129 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions