Modular Turret C++ Plugin  Version 3
Turret C++ Unreal engine 4 plugin
AMortarAIController Class Reference
+ Inheritance diagram for AMortarAIController:
+ Collaboration diagram for AMortarAIController:

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 UMortarActorsObjectActorsObject
 
FName EnemyKey = "DetectedEnemies"
 
FGenericTeamId OwnerTeamID
 

Detailed Description

AI Controller Class . Mind Of AI

Member Function Documentation

◆ BeginPlay()

virtual void AMortarAIController::BeginPlay ( )
overrideprivatevirtual

Event Called in beg

◆ GetBestTarget()

TArray<AActor*> AMortarAIController::GetBestTarget ( const TArray< AActor * > &  DetectedActors)
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

Parameters
[in]DetectedActorsTarray of Actors Detected by AI
Returns
TArray of Best Actors in Sorted Way

◆ GetBestTarget_Implementation()

virtual TArray<AActor*> AMortarAIController::GetBestTarget_Implementation ( const TArray< AActor * > &  DetectedActors)
protectedvirtual

◆ GetTeamAttitudeTowards()

ETeamAttitude::Type AMortarAIController::GetTeamAttitudeTowards ( const AActor &  Other) const
override

Returns Behavior our AI Pawn towards a detected pawn

Parameters
[in]OtherDetected Actor
Returns
Attitude of Current owner towards Other

◆ OnDeathDelegate()

void AMortarAIController::OnDeathDelegate ( )
private

Event Called On Death. Here we generally like to disconnect Controller which then can be deleted

◆ OnPauseDelegate()

void AMortarAIController::OnPauseDelegate ( )
private

Event Called When AI Dies and in future would want to resume

◆ OnResumeDelegate()

void AMortarAIController::OnResumeDelegate ( )
private

Event Called When AI Respawns after Death

◆ SenseAllActors()

virtual void AMortarAIController::SenseAllActors ( const TArray< AActor * > &  ActorsDetected)
privatevirtual

Function to be called on Perception Updation

Parameters
[in]ActorsDetectedTarray of Actors Detected by AI

◆ SetPawn()

virtual void AMortarAIController::SetPawn ( APawn *  InPawn)
overrideprivatevirtual

Sets Pawn and Register for events

Parameters
[in]InPawnPawn to set

Member Data Documentation

◆ ActorsObject

class UMortarActorsObject* AMortarAIController::ActorsObject
private

Pointer To actors Object containing detected actors to be used in blackboard

◆ EnemyKey

FName AMortarAIController::EnemyKey = "DetectedEnemies"
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

◆ MortarAIPerception

class UAIPerceptionComponent* AMortarAIController::MortarAIPerception
protected

AI Perception Event for detecting senses

◆ MortarBehaviorTree

UBehaviorTree* AMortarAIController::MortarBehaviorTree
protected

Behavior Tree to run that will be setup in Blueprint

◆ MortarBlackboard

UBlackboardData* AMortarAIController::MortarBlackboard
protected

Blackboard to use Path Has to be setup in blueprint

◆ MortarBlackboardComponent

UBlackboardComponent* AMortarAIController::MortarBlackboardComponent
protected

Contains Blackboard all keys

◆ OwnerTeamID

FGenericTeamId AMortarAIController::OwnerTeamID
private

Team ID of the owner of this AI Controller


The documentation for this class was generated from the following file: