Modular Turret C++ Plugin
Version 3
Turret C++ Unreal engine 4 plugin
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Public Member Functions | |
ETeamAttitude::Type | GetTeamAttitudeTowards (const AActor &Other) const override |
Protected Member Functions | |
TArray< AActor * > | GetBestTarget (const TArray< AActor * > &DetectedActors) |
virtual TArray< AActor * > | GetBestTarget_Implementation (const TArray< AActor * > &DetectedActors) |
Protected Attributes | |
class UAIPerceptionComponent * | MortarAIPerception |
UBehaviorTree * | MortarBehaviorTree |
UBlackboardData * | MortarBlackboard |
UBlackboardComponent * | MortarBlackboardComponent |
Private Member Functions | |
virtual void | BeginPlay () override |
void | OnDeathDelegate () |
void | OnPauseDelegate () |
void | OnResumeDelegate () |
virtual void | SenseAllActors (const TArray< AActor * > &ActorsDetected) |
virtual void | SetPawn (APawn *InPawn) override |
Private Attributes | |
class UMortarActorsObject * | ActorsObject |
FName | EnemyKey = "DetectedEnemies" |
FGenericTeamId | OwnerTeamID |
AI Controller Class . Mind Of AI
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overrideprivatevirtual |
Event Called in beg
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protected |
This Returns Array which is sorted according to some condition could be distance etc This Function is Blueprint Native Event Allowing User to override the functionality in Blueprints
[in] | DetectedActors | Tarray of Actors Detected by AI |
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protectedvirtual |
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override |
Returns Behavior our AI Pawn towards a detected pawn
[in] | Other | Detected Actor |
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private |
Event Called On Death. Here we generally like to disconnect Controller which then can be deleted
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private |
Event Called When AI Dies and in future would want to resume
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private |
Event Called When AI Respawns after Death
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privatevirtual |
Function to be called on Perception Updation
[in] | ActorsDetected | Tarray of Actors Detected by AI |
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overrideprivatevirtual |
Sets Pawn and Register for events
[in] | InPawn | Pawn to set |
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private |
Pointer To actors Object containing detected actors to be used in blackboard
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private |
Key Name That Will be set in BehaviorTree By this keyname ai controller will set the values which will be later used Change Carefully need to change in behavior tree also
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protected |
AI Perception Event for detecting senses
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protected |
Behavior Tree to run that will be setup in Blueprint
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protected |
Blackboard to use Path Has to be setup in blueprint
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protected |
Contains Blackboard all keys
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private |
Team ID of the owner of this AI Controller