G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Namespaces

namespace  AIHelper
namespace  BT

Classes

class  AAIController
 AIController is the base class of controllers for AI-controlled Pawns. More...
class  ADetourCrowdAIController
class  AEQSTestingPawn
class  AGridPathAIController
class  ANavLinkProxy
 ANavLinkProxy connects areas of Navmesh that don't have a direct navigation path. It directly supports Simple Links (see PointLinks array). There can be multiple Simple links per ANavLinkProxy instance. Simple links are designed to statically link areas of Navmesh and are associated with a particular area class that the link provides. Smart Link functionality is provided via UNavLinkCustomComponent, see SmartLinkComp. They are designed to be able to be dynamically toggled between enabled and disabled and provide different area classes for both cases. The area classes can be dynamically modified without navmesh rebuilds. There can only be at most one smart link per ANavLinkProxy instance. Both simple and smart links on a single ANavLinkProxy instance, can be set / enabled at once, as well as either or neither of them. More...
struct  FActorPerceptionBlueprintInfo
class  FActorPerceptionForgetUpdatedDelegate
class  FActorPerceptionInfoUpdatedDelegate
class  FActorPerceptionUpdatedDelegate
struct  FActorPerceptionUpdateInfo
struct  FAIDamageEvent
struct  FAIDataProviderBoolValue
struct  FAIDataProviderFloatValue
struct  FAIDataProviderIntValue
struct  FAIDataProviderStructValue
struct  FAIDataProviderTypedValue
struct  FAIDataProviderValue
 AIDataProvider is an object that can provide collection of properties associated with bound pawn owner or request Id. More...
struct  FAIDynamicParam
class  FAIMoveCompletedSignature
struct  FAINoiseEvent
struct  FAIRequestID
struct  FAISenseAffiliationFilter
struct  FAIStimulus
struct  FBlackboardEntry
 blackboard entry definition More...
struct  FBlackboardKeySelector
 helper struct for defining types of allowed blackboard entries (e.g. only entries holding points and objects derived form actor class) More...
struct  FCrowdAvoidanceConfig
 Crowd manager is responsible for handling crowds using Detour (Recast library). More...
struct  FCrowdAvoidanceSamplingPattern
struct  FEnvDirection
struct  FEnvNamedValue
struct  FEnvOverlapData
struct  FEnvQueryResult
struct  FEnvTraceData
struct  FEQSParametrizedQueryExecutionRequest
class  FEQSQueryDoneSignature__EnvQueryInstanceBlueprintWrapper
struct  FGenericTeamId
class  FHearNoiseDelegate__PawnSensingComponent
struct  FIntervalCountdown
class  FMoveTaskCompletedSignature
class  FOAISimpleDelegate
class  FPerceptionUpdatedDelegate
class  FSeePawnDelegate__PawnSensingComponent
class  FSmartLinkReachedSignature
class  UAIAsyncTaskBlueprintProxy
class  UAIBlueprintHelperLibrary
class  UAIDataProvider
class  UAIDataProvider_QueryParams
 AIDataProvider_QueryParams is used with environment queries. More...
class  UAIDataProvider_Random
class  UAIHotSpotManager
class  UAIPerceptionComponent
 AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched). More...
class  UAIPerceptionListenerInterface
class  UAIPerceptionStimuliSourceComponent
 Gives owning actor a way to auto-register as perception system's sense stimuli source. More...
class  UAIPerceptionSystem
 By design checks perception between hostile teams. More...
class  UAIResource_Logic
class  UAIResource_Movement
class  UAIResourceInterface
class  UAISense
class  UAISense_Blueprint
class  UAISense_Damage
class  UAISense_Hearing
class  UAISense_Prediction
class  UAISense_Sight
class  UAISense_Team
class  UAISense_Touch
class  UAISenseBlueprintListener
class  UAISenseConfig
class  UAISenseConfig_Blueprint
class  UAISenseConfig_Damage
class  UAISenseConfig_Hearing
class  UAISenseConfig_Prediction
class  UAISenseConfig_Sight
class  UAISenseConfig_Team
class  UAISenseConfig_Touch
class  UAISenseEvent
class  UAISenseEvent_Damage
class  UAISenseEvent_Hearing
class  UAISightTargetInterface
class  UAISubsystem
 A class representing a common interface and behavior for AI subsystems. More...
class  UAISystem
class  UAITask
class  UAITask_LockLogic
 Locks AI logic until removed by external trigger. More...
class  UAITask_MoveTo
class  UAITask_RunEQS
class  UBehaviorTree
class  UBehaviorTreeComponent
class  UBehaviorTreeManager
class  UBehaviorTreeTypes
class  UBlackboardAssetProvider
class  UBlackboardComponent
class  UBlackboardData
class  UBlackboardKeyType
class  UBlackboardKeyType_Bool
class  UBlackboardKeyType_Class
class  UBlackboardKeyType_Enum
class  UBlackboardKeyType_Float
class  UBlackboardKeyType_Int
class  UBlackboardKeyType_Name
class  UBlackboardKeyType_NativeEnum
 DEPRECATED, please use UBlackboardKeyType_Enum instead. More...
class  UBlackboardKeyType_Object
class  UBlackboardKeyType_Rotator
class  UBlackboardKeyType_String
class  UBlackboardKeyType_Vector
class  UBrainComponent
class  UBTAuxiliaryNode
 Auxiliary nodes are supporting nodes, that receive notification about execution flow and can be ticked. More...
class  UBTComposite_Selector
 Selector composite node. Selector Nodes execute their children from left to right, and will stop executing its children when one of their children succeeds. If a Selector's child succeeds, the Selector succeeds. If all the Selector's children fail, the Selector fails. More...
class  UBTComposite_Sequence
 Sequence composite node. Sequence Nodes execute their children from left to right, and will stop executing its children when one of their children fails. If a child fails, then the Sequence fails. If all the Sequence's children succeed, then the Sequence succeeds. More...
class  UBTComposite_SimpleParallel
 Simple Parallel composite node. Allows for running two children: one which must be a single task node (with optional decorators), and the other of which can be a complete subtree. More...
class  UBTCompositeNode
class  UBTDecorator
 Decorators are supporting nodes placed on parent-child connection, that receive notification about execution flow and can be ticked. More...
class  UBTDecorator_Blackboard
 Blackboard decorator node. A decorator node that bases its condition on a Blackboard key. More...
class  UBTDecorator_BlackboardBase
class  UBTDecorator_BlueprintBase
 Base class for blueprint based decorator nodes. Do NOT use it for creating native c++ classes! More...
class  UBTDecorator_CheckGameplayTagsOnActor
 GameplayTag decorator node. A decorator node that bases its condition on whether the specified Actor (in the blackboard) has a Gameplay Tag or Tags specified. More...
class  UBTDecorator_CompareBBEntries
 Blackboard comparison decorator node. A decorator node that bases its condition on a comparison between two Blackboard keys. More...
class  UBTDecorator_ConditionalLoop
 Conditional loop decorator node. A decorator node that loops execution as long as condition is satisfied. More...
class  UBTDecorator_ConeCheck
 Cone check decorator node. A decorator node that bases its condition on a cone check, using Blackboard entries to form the parameters of the check. More...
class  UBTDecorator_Cooldown
 Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer has expired. More...
class  UBTDecorator_DoesPathExist
 Does Path Exist decorator node. A decorator node that bases its condition on whether a path exists between two points from the Blackboard. More...
class  UBTDecorator_ForceSuccess
 Change node result to Success useful for creating optional branches in sequence. More...
class  UBTDecorator_IsAtLocation
 Is At Location decorator node. A decorator node that checks if AI controlled pawn is at given location. More...
class  UBTDecorator_IsBBEntryOfClass
class  UBTDecorator_KeepInCone
 Keep In Cone decorator node. A decorator node that bases its condition on whether the observed position is still inside a cone. The cone's direction is calculated when the node first becomes relevant. More...
class  UBTDecorator_Loop
 Loop decorator node. A decorator node that bases its condition on whether its loop counter has been exceeded. More...
class  UBTDecorator_ReachedMoveGoal
 Reached Move Goal decorator node. A decorator node that bases its condition on whether the AI controller's path following component returns that it has reached its goal. More...
class  UBTDecorator_SetTagCooldown
 Set tag cooldown decorator node. A decorator node that sets a gameplay tag cooldown. More...
class  UBTDecorator_TagCooldown
 Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer based on a gameplay tag has expired. More...
class  UBTDecorator_TimeLimit
 Time Limit decorator node. A decorator node that bases its condition on whether a timer has exceeded a specified value. The timer is reset each time the node becomes relevant. More...
class  UBTFunctionLibrary
class  UBTNode
class  UBTService
 Behavior Tree service nodes is designed to perform "background" tasks that update AI's knowledge. More...
class  UBTService_BlackboardBase
class  UBTService_BlueprintBase
 Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes! More...
class  UBTService_DefaultFocus
 Default Focus service node. A service node that automatically sets the AI controller's focus when it becomes active. More...
class  UBTService_RunEQS
class  UBTTask_BlackboardBase
class  UBTTask_BlueprintBase
 Base class for blueprint based task nodes. Do NOT use it for creating native c++ classes! More...
class  UBTTask_FinishWithResult
 Instantly finishes with given result. More...
class  UBTTask_GameplayTaskBase
 Base class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded. More...
class  UBTTask_MakeNoise
 Make Noise task node. A task node that calls MakeNoise() on this Pawn when executed. More...
class  UBTTask_MoveDirectlyToward
 Move Directly Toward task node. Moves the AI pawn toward the specified Actor or Location (Vector) blackboard entry in a straight line, without regard to any navigation system. If you need the AI to navigate, use the "Move To" node instead. More...
class  UBTTask_MoveTo
 Move To task node. Moves the AI pawn toward the specified Actor or Location blackboard entry using the navigation system. More...
class  UBTTask_PawnActionBase
 Base class for managing pawn actions. More...
class  UBTTask_PlayAnimation
 Play indicated AnimationAsset on Pawn controlled by BT Note that this node is generic and is handing multiple special cases, If you want a more efficient solution you'll need to implement it yourself (or wait for our BTTask_PlayCharacterAnimation). More...
class  UBTTask_PlaySound
 Play Sound task node. Plays the specified sound when executed. More...
class  UBTTask_PushPawnAction
 Action task node. Push pawn action to controller. More...
class  UBTTask_RotateToFaceBBEntry
class  UBTTask_RunBehavior
 RunBehavior task allows pushing subtrees on execution stack. Subtree asset can't be changed in runtime! More...
class  UBTTask_RunBehaviorDynamic
 RunBehaviorDynamic task allows pushing subtrees on execution stack. Subtree asset can be assigned at runtime with SetDynamicSubtree function of BehaviorTreeComponent. More...
class  UBTTask_RunEQSQuery
 Run Environment Query System Query task node. Runs the specified environment query when executed. More...
class  UBTTask_SetTagCooldown
 Cooldown task node. Sets a cooldown tag value. Use with cooldown tag decorators to prevent behavior tree execution. More...
class  UBTTask_Wait
 Wait task node. Wait for the specified time when executed. More...
class  UBTTask_WaitBlackboardTime
 Wait task node. Wait for the time specified by a Blackboard key when executed. More...
class  UBTTaskNode
 Task are leaf nodes of behavior tree, which perform actual actions. More...
class  UCrowdAgentInterface
class  UCrowdFollowingComponent
class  UCrowdManager
class  UDEPRECATED_PawnAction
 Things to remember: Actions are created paused. More...
class  UDEPRECATED_PawnAction_BlueprintBase
class  UDEPRECATED_PawnAction_Move
class  UDEPRECATED_PawnAction_Repeat
class  UDEPRECATED_PawnAction_Sequence
class  UDEPRECATED_PawnAction_Wait
 uses system timers rather then ticking More...
class  UDEPRECATED_PawnActionsComponent
class  UEnvQuery
class  UEnvQueryContext
class  UEnvQueryContext_BlueprintBase
class  UEnvQueryContext_Item
class  UEnvQueryContext_Querier
class  UEnvQueryDebugHelpers
class  UEnvQueryGenerator
class  UEnvQueryGenerator_ActorsOfClass
class  UEnvQueryGenerator_BlueprintBase
class  UEnvQueryGenerator_Composite
 Composite generator allows using multiple generators in single query option All child generators must produce exactly the same item type! More...
class  UEnvQueryGenerator_Cone
class  UEnvQueryGenerator_CurrentLocation
class  UEnvQueryGenerator_Donut
class  UEnvQueryGenerator_OnCircle
class  UEnvQueryGenerator_PathingGrid
 Navigation grid, generates points on navmesh with paths to/from context no further than given limit. More...
class  UEnvQueryGenerator_PerceivedActors
 Gathers actors perceived by context. More...
class  UEnvQueryGenerator_ProjectedPoints
class  UEnvQueryGenerator_SimpleGrid
 Simple grid, generates points in 2D square around context. More...
class  UEnvQueryInstanceBlueprintWrapper
class  UEnvQueryItemType
class  UEnvQueryItemType_Actor
class  UEnvQueryItemType_ActorBase
class  UEnvQueryItemType_Direction
class  UEnvQueryItemType_Point
class  UEnvQueryItemType_VectorBase
class  UEnvQueryManager
class  UEnvQueryNode
class  UEnvQueryOption
class  UEnvQueryTest
class  UEnvQueryTest_Distance
class  UEnvQueryTest_Dot
class  UEnvQueryTest_GameplayTags
 EnvQueryTest_GameplayTags attempts to cast items to IGameplayTagAssetInterface and test their tags with TagQueryToMatch. The behavior of IGameplayTagAssetInterface-less items is configured by bRejectIncompatibleItems. More...
class  UEnvQueryTest_Overlap
class  UEnvQueryTest_Pathfinding
class  UEnvQueryTest_PathfindingBatch
class  UEnvQueryTest_Project
 Projects points on navigation or geometry, will modify value of projected items. Works only on item type: point. More...
class  UEnvQueryTest_Random
class  UEnvQueryTest_Trace
class  UEnvQueryTest_Volume
class  UEnvQueryTypes
class  UEQSQueryResultSourceInterface
class  UEQSRenderingComponent
class  UGenericTeamAgentInterface
class  UGridPathFollowingComponent
 Path following augmented with local navigation grids. More...
class  UNavFilter_AIControllerDefault
class  UNavLocalGridManager
 Manager for local navigation grids. More...
class  UPathFollowingComponent
class  UPathFollowingManager
class  UPawnSensingComponent
 SensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients. More...
class  UVisualLoggerExtension

Enumerations

enum  EAILockSource {
  Animation , Logic , Script , Gameplay ,
  MAX
}
enum  EAIOptionFlag { Default , Enable , Disable , MAX }
enum  EAIParamType { Float , Int , Bool , MAX }
enum  EAIRequestPriority {
  SoftScript , Logic , HardScript , Reaction ,
  Ultimate , MAX
}
enum  EAISenseNotifyType { OnEveryPerception , OnPerceptionChange , EAISenseNotifyType_MAX }
enum  EAITaskPriority {
  Lowest , Low , AutonomousAI , High ,
  Ultimate , EAITaskPriority_MAX
}
enum  EArithmeticKeyOperation {
  Equal , NotEqual , Less , LessOrEqual ,
  Greater , GreaterOrEqual , EArithmeticKeyOperation_MAX
}
enum  EBasicKeyOperation { Set , NotSet , EBasicKeyOperation_MAX }
enum  EBlackBoardEntryComparison { Equal , NotEqual , EBlackBoardEntryComparison_MAX }
enum  EBTBlackboardRestart { ValueChange , ResultChange , EBTBlackboardRestart_MAX }
enum  EBTChildIndex { FirstNode , TaskNode , EBTChildIndex_MAX }
enum  EBTDecoratorLogic {
  Invalid , Test , And , Or ,
  Not , EBTDecoratorLogic_MAX
}
enum  EBTFlowAbortMode {
  None , LowerPriority , Self , Both ,
  EBTFlowAbortMode_MAX
}
enum  EBTNodeResult {
  Succeeded , Failed , Aborted , InProgress ,
  EBTNodeResult_MAX
}
enum  EBTParallelMode { AbortBackground , WaitForBackground , EBTParallelMode_MAX }
enum  EEnvDirection { TwoPoints , Rotation , EEnvDirection_MAX }
enum  EEnvOverlapShape { Box , Sphere , Capsule , EEnvOverlapShape_MAX }
enum  EEnvQueryHightlightMode { All , Best5Pct , Best25Pct , EEnvQueryHightlightMode_MAX }
enum  EEnvQueryParam { Float , Int , Bool , EEnvQueryParam_MAX }
enum  EEnvQueryRunMode {
  SingleResult , RandomBest5Pct , RandomBest25Pct , AllMatching ,
  EEnvQueryRunMode_MAX
}
enum  EEnvQueryStatus {
  Processing , Success , Failed , Aborted ,
  OwnerLost , MissingParam , EEnvQueryStatus_MAX
}
enum  EEnvQueryTestClamping { None , SpecifiedValue , FilterThreshold , EEnvQueryTestClamping_MAX }
enum  EEnvQueryTrace {
  None , Navigation , GeometryByChannel , GeometryByProfile ,
  NavigationOverLedges , EEnvQueryTrace_MAX
}
enum  EEnvTestCost { Low , Medium , High , EEnvTestCost_MAX }
enum  EEnvTestDistance {
  Distance3D , Distance2D , DistanceZ , DistanceAbsoluteZ ,
  EEnvTestDistance_MAX
}
enum  EEnvTestDot { Dot3D , Dot2D , EEnvTestDot_MAX }
enum  EEnvTestFilterOperator { AllPass , AnyPass , EEnvTestFilterOperator_MAX }
enum  EEnvTestFilterType {
  Minimum , Maximum , Range , Match ,
  EEnvTestFilterType_MAX
}
enum  EEnvTestPathfinding { PathExist , PathCost , PathLength , EEnvTestPathfinding_MAX }
enum  EEnvTestPurpose { Filter , Score , FilterAndScore , EEnvTestPurpose_MAX }
enum  EEnvTestScoreEquation {
  Linear , Square , InverseLinear , SquareRoot ,
  Constant , EEnvTestScoreEquation_MAX
}
enum  EEnvTestScoreOperator {
  AverageScore , MinScore , MaxScore , Multiply ,
  EEnvTestScoreOperator_MAX
}
enum  EEnvTestWeight {
  None , Square , Inverse , Unused ,
  Constant , Skip , EEnvTestWeight_MAX
}
enum  EEnvTraceShape {
  Line , Box , Sphere , Capsule ,
  EEnvTraceShape_MAX
}
enum  EEQSNormalizationType { Absolute , RelativeToScores , EEQSNormalizationType_MAX }
enum  EGenericAICheck {
  Less , LessOrEqual , Equal , NotEqual ,
  GreaterOrEqual , Greater , IsTrue , MAX
}
enum  EPathExistanceQueryType { NavmeshRaycast2D , HierarchicalQuery , RegularPathFinding , EPathExistanceQueryType_MAX }
enum  EPathFollowingAction {
  Error , NoMove , DirectMove , PartialPath ,
  PathToGoal , EPathFollowingAction_MAX
}
enum  EPathFollowingRequestResult { Failed , AlreadyAtGoal , RequestSuccessful , EPathFollowingRequestResult_MAX }
enum  EPathFollowingResult {
  Success , Blocked , OffPath , Aborted ,
  Skipped_DEPRECATED , Invalid , EPathFollowingResult_MAX
}
enum  EPathFollowingStatus {
  Idle , Waiting , Paused , Moving ,
  EPathFollowingStatus_MAX
}
enum  EPawnActionAbortState {
  NeverStarted , NotBeingAborted , MarkPendingAbort , LatentAbortInProgress ,
  AbortDone , MAX
}
enum  EPawnActionEventType {
  Invalid , FailedToStart , InstantAbort , FinishedAborting ,
  FinishedExecution , Push , EPawnActionEventType_MAX
}
enum  EPawnActionFailHandling { RequireSuccess , IgnoreFailure , EPawnActionFailHandling_MAX }
enum  EPawnActionMoveMode { UsePathfinding , StraightLine , EPawnActionMoveMode_MAX }
enum  EPawnActionResult {
  NotStarted , InProgress , Success , Failed ,
  Aborted , EPawnActionResult_MAX
}
enum  EPawnSubActionTriggeringPolicy { CopyBeforeTriggering , ReuseInstances , EPawnSubActionTriggeringPolicy_MAX }
enum  EPointOnCircleSpacingMethod { BySpaceBetween , ByNumberOfPoints , EPointOnCircleSpacingMethod_MAX }
enum  ETeamAttitude { Friendly , Neutral , Hostile , ETeamAttitude_MAX }
enum  ETextKeyOperation {
  Equal , NotEqual , Contain , NotContain ,
  ETextKeyOperation_MAX
}
enum  FAIDistanceType { Distance3D , Distance2D , DistanceZ , MAX }

Detailed Description

Enumeration Type Documentation

◆ EAILockSource

Enumerator
Animation 
Logic 
Script 
Gameplay 
MAX 

◆ EAIOptionFlag

Enumerator
Default 
Enable 
Disable 
MAX 

◆ EAIParamType

Enumerator
Float 
Int 
Bool 
MAX 

◆ EAIRequestPriority

Enumerator
SoftScript 
Logic 
HardScript 
Reaction 
Ultimate 
MAX 

◆ EAISenseNotifyType

Enumerator
OnEveryPerception 
OnPerceptionChange 
EAISenseNotifyType_MAX 

◆ EAITaskPriority

Enumerator
Lowest 
Low 
AutonomousAI 
High 
Ultimate 
EAITaskPriority_MAX 

◆ EArithmeticKeyOperation

Enumerator
Equal 
NotEqual 
Less 
LessOrEqual 
Greater 
GreaterOrEqual 
EArithmeticKeyOperation_MAX 

◆ EBasicKeyOperation

Enumerator
Set 
NotSet 
EBasicKeyOperation_MAX 

◆ EBlackBoardEntryComparison

Enumerator
Equal 
NotEqual 
EBlackBoardEntryComparison_MAX 

◆ EBTBlackboardRestart

Enumerator
ValueChange 
ResultChange 
EBTBlackboardRestart_MAX 

◆ EBTChildIndex

Enumerator
FirstNode 
TaskNode 
EBTChildIndex_MAX 

◆ EBTDecoratorLogic

Enumerator
Invalid 
Test 
And 
Or 
Not 
EBTDecoratorLogic_MAX 

◆ EBTFlowAbortMode

Enumerator
None 
LowerPriority 
Self 
Both 
EBTFlowAbortMode_MAX 

◆ EBTNodeResult

Enumerator
Succeeded 
Failed 
Aborted 
InProgress 
EBTNodeResult_MAX 

◆ EBTParallelMode

Enumerator
AbortBackground 
WaitForBackground 
EBTParallelMode_MAX 

◆ EEnvDirection

Enumerator
TwoPoints 
Rotation 
EEnvDirection_MAX 

◆ EEnvOverlapShape

Enumerator
Box 
Sphere 
Capsule 
EEnvOverlapShape_MAX 

◆ EEnvQueryHightlightMode

Enumerator
All 
Best5Pct 
Best25Pct 
EEnvQueryHightlightMode_MAX 

◆ EEnvQueryParam

Enumerator
Float 
Int 
Bool 
EEnvQueryParam_MAX 

◆ EEnvQueryRunMode

Enumerator
SingleResult 
RandomBest5Pct 
RandomBest25Pct 
AllMatching 
EEnvQueryRunMode_MAX 

◆ EEnvQueryStatus

Enumerator
Processing 
Success 
Failed 
Aborted 
OwnerLost 
MissingParam 
EEnvQueryStatus_MAX 

◆ EEnvQueryTestClamping

Enumerator
None 
SpecifiedValue 
FilterThreshold 
EEnvQueryTestClamping_MAX 

◆ EEnvQueryTrace

Enumerator
None 
Navigation 
GeometryByChannel 
GeometryByProfile 
NavigationOverLedges 
EEnvQueryTrace_MAX 

◆ EEnvTestCost

Enumerator
Low 
Medium 
High 
EEnvTestCost_MAX 

◆ EEnvTestDistance

Enumerator
Distance3D 
Distance2D 
DistanceZ 
DistanceAbsoluteZ 
EEnvTestDistance_MAX 

◆ EEnvTestDot

Enumerator
Dot3D 
Dot2D 
EEnvTestDot_MAX 

◆ EEnvTestFilterOperator

Enumerator
AllPass 
AnyPass 
EEnvTestFilterOperator_MAX 

◆ EEnvTestFilterType

Enumerator
Minimum 
Maximum 
Range 
Match 
EEnvTestFilterType_MAX 

◆ EEnvTestPathfinding

Enumerator
PathExist 
PathCost 
PathLength 
EEnvTestPathfinding_MAX 

◆ EEnvTestPurpose

Enumerator
Filter 
Score 
FilterAndScore 
EEnvTestPurpose_MAX 

◆ EEnvTestScoreEquation

Enumerator
Linear 
Square 
InverseLinear 
SquareRoot 
Constant 
EEnvTestScoreEquation_MAX 

◆ EEnvTestScoreOperator

Enumerator
AverageScore 
MinScore 
MaxScore 
Multiply 
EEnvTestScoreOperator_MAX 

◆ EEnvTestWeight

Enumerator
None 
Square 
Inverse 
Unused 
Constant 
Skip 
EEnvTestWeight_MAX 

◆ EEnvTraceShape

Enumerator
Line 
Box 
Sphere 
Capsule 
EEnvTraceShape_MAX 

◆ EEQSNormalizationType

Enumerator
Absolute 
RelativeToScores 
EEQSNormalizationType_MAX 

◆ EGenericAICheck

Enumerator
Less 
LessOrEqual 
Equal 
NotEqual 
GreaterOrEqual 
Greater 
IsTrue 
MAX 

◆ EPathExistanceQueryType

Enumerator
NavmeshRaycast2D 
HierarchicalQuery 
RegularPathFinding 
EPathExistanceQueryType_MAX 

◆ EPathFollowingAction

Enumerator
Error 
NoMove 
DirectMove 
PartialPath 
PathToGoal 
EPathFollowingAction_MAX 

◆ EPathFollowingRequestResult

Enumerator
Failed 
AlreadyAtGoal 
RequestSuccessful 
EPathFollowingRequestResult_MAX 

◆ EPathFollowingResult

Enumerator
Success 
Blocked 
OffPath 
Aborted 
Skipped_DEPRECATED 
Invalid 
EPathFollowingResult_MAX 

◆ EPathFollowingStatus

Enumerator
Idle 
Waiting 
Paused 
Moving 
EPathFollowingStatus_MAX 

◆ EPawnActionAbortState

Enumerator
NeverStarted 
NotBeingAborted 
MarkPendingAbort 
LatentAbortInProgress 
AbortDone 
MAX 

◆ EPawnActionEventType

Enumerator
Invalid 
FailedToStart 
InstantAbort 
FinishedAborting 
FinishedExecution 
Push 
EPawnActionEventType_MAX 

◆ EPawnActionFailHandling

Enumerator
RequireSuccess 
IgnoreFailure 
EPawnActionFailHandling_MAX 

◆ EPawnActionMoveMode

Enumerator
UsePathfinding 
StraightLine 
EPawnActionMoveMode_MAX 

◆ EPawnActionResult

Enumerator
NotStarted 
InProgress 
Success 
Failed 
Aborted 
EPawnActionResult_MAX 

◆ EPawnSubActionTriggeringPolicy

Enumerator
CopyBeforeTriggering 
ReuseInstances 
EPawnSubActionTriggeringPolicy_MAX 

◆ EPointOnCircleSpacingMethod

Enumerator
BySpaceBetween 
ByNumberOfPoints 
EPointOnCircleSpacingMethod_MAX 

◆ ETeamAttitude

Enumerator
Friendly 
Neutral 
Hostile 
ETeamAttitude_MAX 

◆ ETextKeyOperation

Enumerator
Equal 
NotEqual 
Contain 
NotContain 
ETextKeyOperation_MAX 

◆ FAIDistanceType

Enumerator
Distance3D 
Distance2D 
DistanceZ 
MAX