className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
0
76
code
stringlengths
0
11.4k
variables
listlengths
0
395
FAITestCommand_VerifyTestResults::~FAITestCommand_VerifyTestResults
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
virtual ~FAITestCommand_VerifyTestResults()
[]
FAITestCommand_WaitOneTick::Update
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
Updates the current command and will only return TRUE when it has fulfilled its role (Load map has completed and wait time has expired)
AITestSuite
virtual bool Update()
[]
FAITestCommand_WaitOneTick
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
class FAITestCommand_WaitOneTick : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)
[]
FAITestCommand_WaitOneTick::FAITestCommand_WaitOneTick
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
FAITestCommand_WaitOneTick()
[]
FAITestCommand_WaitSeconds::Update
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
Updates the current command and will only return TRUE when it has fulfilled its role (Load map has completed and wait time has expired)
AITestSuite
virtual bool Update()
[]
FAITestCommand_WaitSeconds::FAITestCommand_WaitSeconds
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
FAITestCommand_WaitSeconds ( float InputParam )
[]
FAITestCommand_WaitSeconds::~FAITestCommand_WaitSeconds
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
virtual ~FAITestCommand_WaitSeconds()
[]
FAITestCommand_WaitSeconds
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
class FAITestCommand_WaitSeconds : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)
[]
FAITestHelpers::FramesCounter
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
namespace FAITestHelpers { uint64 FAITestHelpers::FramesCounter() }
[]
FAITestHelpers::GetWorld
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
Certain blueprints (like level blueprints) require a level outer, and for certain actions we need a level actor selected. This utility function provides an easy way to grab the world (which has a level that we can use for these purposes).
AITestSuite
namespace FAITestHelpers { [UWorld](API\Runtime\Engine\Engine\UWorld) * FAITestHelpers::GetWorld() }
[]
FAITestHelpers::UpdateFrameCounter
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
namespace FAITestHelpers { void FAITestHelpers::UpdateFrameCounter() }
[]
FAITestHelpers::TickInterval
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
namespace FAITestHelpers { static const float FAITestHelpers::TickInterval = 1.f / 30; }
[]
FAITest_SimpleComponentBasedTest::SetTestRunner
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
virtual void SetTestRunner ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & AutomationTestInstance )
[]
FAITest_SimpleComponentBasedTest::SetUp
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
true if setup was completed successfully, false otherwise (which will result in failing the test instance).
AITestSuite
virtual bool SetUp()
[]
FAITest_SimpleComponentBasedTest::TickComponent
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
void TickComponent()
[]
FAITest_SimpleComponentBasedTest::FAITest_SimpleComponentBasedTest
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
FAITest_SimpleComponentBasedTest()
[]
FAITest_SimpleComponentBasedTest::~FAITest_SimpleComponentBasedTest
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
virtual ~FAITest_SimpleComponentBasedTest()
[]
FAITest_SimpleComponentBasedTest
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
Specific test types.
AITestSuite
template<class FReal> struct FAITest_SimpleComponentBasedTest : public [FAITestBase](API\Developer\AITestSuite\FAITestBase)
[ { "type": "FReal *", "name": "Component", "description": "" }, { "type": "FTestLogger< in...", "name": "Logger", "description": "" } ]
FBTBuilder::AddParallel
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBTComposite_SimpleParallel](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_SimpleParallel) & AddParallel ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeOb, [EBTParallelMode::Type](API\Runtime\AIModule\BehaviorTree\Composites\EBTParallelMode__Type) Mode )
[]
FBTBuilder::AddParallel
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBTComposite_SimpleParallel](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_SimpleParallel) & AddParallel ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTParallelMode::Type](API\Runtime\AIModule\BehaviorTree\Composites\EBTParallelMode__Type) Mode )
[]
FBTBuilder::AddSelector
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBTComposite_Selector](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Selector) & AddSelector ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeOb )
[]
FBTBuilder::AddSelector
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBTComposite_Selector](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Selector) & AddSelector ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode )
[]
FBTBuilder::AddSequence
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBTComposite_Sequence](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Sequence) & AddSequence ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeOb )
[]
FBTBuilder::AddSequence
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBTComposite_Sequence](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Sequence) & AddSequence ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode )
[]
FBTBuilder::AddTask
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTask ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, int32 ExecutionTicks, int32 LogTickIndex )
[]
FBTBuilder::AddTaskBTStopAction
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTaskBTStopAction ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [EBTTestTaskStopTiming](API\Developer\AITestSuite\BehaviorTree\EBTTestTaskStopTiming) StopTiming, [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )
[]
FBTBuilder::AddTaskFlagChange
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTaskFlagChange ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, bool bValue, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [FName](API\Runtime\Core\UObject\FName) BoolKeyName, [FName](API\Runtime\Core\UObject\FName) BoolOnAbortKeyName, bool bOnAbortValue )
[]
FBTBuilder::AddTaskLatentFlags
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTaskLatentFlags ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, int32 ExecuteHalfTicks, [FName](API\Runtime\Core\UObject\FName) ExecuteKeyName, int32 ExecuteLogStart, int32 ExecuteLogFinish, int32 AbortHalfTicks, [FName](API\Runtime\Core\UObject\FName) AbortKeyName, int32 AbortLogStart, int32 AbortLogFinish, [EBTTestChangeFlagBehavior](API\Developer\AITestSuite\BehaviorTree\EBTTestChangeFlagBehavior) ChangeFlagBehavior )
[]
FBTBuilder::AddTaskLogFinish
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTaskLogFinish ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, int32 FinishIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, int32 ExecutionTicks )
[]
FBTBuilder::AddTaskSubtree
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTaskSubtree ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * TreeAsset )
[]
FBTBuilder::AddTaskValueChange
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTaskValueChange ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 Value, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [FName](API\Runtime\Core\UObject\FName) IntKeyName, [FName](API\Runtime\Core\UObject\FName) IntOnAbortKeyName, int32 OnAbortValue )
[]
FBTBuilder::AddTaskToggleFlag
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void AddTaskToggleFlag ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [FName](API\Runtime\Core\UObject\FName) BoolKeyName, int32 NumToggles )
[]
FBTBuilder::CreateBehaviorTree
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & CreateBehaviorTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & ParentTree )
[]
FBTBuilder::WithDecorator
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
template<class T> static T & WithDecorator ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UClass](API\Runtime\CoreUObject\UObject\UClass) * DecoratorClass )
[]
FBTBuilder::WithDecoratorBlackboard
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithDecoratorBlackboard ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBasicKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBasicKeyOperation__Type) Condition, [EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) Observer, [FName](API\Runtime\Core\UObject\FName) BoolKeyName, int32 LogIndexBecomeRelevant, int32 LogIndexCeaseRelevant, int32 LogIndexCalculate )
[]
FBTBuilder::WithDecoratorBlackboard
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithDecoratorBlackboard ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EArithmeticKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EArithmeticKeyOperation__Type) Condition, int32 Value, [EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) Observer, [EBTBlackboardRestart::Type](API\Runtime\AIModule\BehaviorTree\Decorators\EBTBlackboardRestart__Type) NotifyMode, [FName](API\Runtime\Core\UObject\FName) IntKeyName, int32 LogIndexBecomeRelevant, int32 LogIndexCeaseRelevant, int32 LogIndexCalculate )
[]
FBTBuilder::CreateBehaviorTree
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & CreateBehaviorTree()
[]
FBTBuilder::WithDecoratorBlueprint
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithDecoratorBlueprint ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) Observer, [EBPConditionType](API\Developer\AITestSuite\BehaviorTree\EBPConditionType) BPConditionType, int32 LogIndexBecomeRelevant, int32 LogIndexCeaseRelevant, int32 LogIndexCalculate, [FName](API\Runtime\Core\UObject\FName) ObservingKeyName )
[]
FBTBuilder::WithDecoratorDelayedAbort
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithDecoratorDelayedAbort ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 NumTicks, bool bAbortOnlyOnce )
[]
FBTBuilder::WithDecoratorLoop
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithDecoratorLoop ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 NumLoops )
[]
FBTBuilder::WithServiceBTStopAction
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithServiceBTStopAction ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTTestServiceStopTiming](API\Developer\AITestSuite\BehaviorTree\EBTTestServiceStopTiming) StopTiming, [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )
[]
FBTBuilder::WithServiceLog
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithServiceLog ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 ActivationIndex, int32 DeactivationIndex, int32 TickIndex, [FName](API\Runtime\Core\UObject\FName) TickBoolKeyName, bool bCallTickOnSearchStart, [FName](API\Runtime\Core\UObject\FName) BecomeRelevantBoolKeyName, [FName](API\Runtime\Core\UObject\FName) CeaseRelevantBoolKeyName, bool bToggleValue )
[]
FBTBuilder::WithTaskService
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
template<class T> static T & WithTaskService ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ServiceClass )
[]
FBTBuilder::WithTaskServiceBTStopAction
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithTaskServiceBTStopAction ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTTestServiceStopTiming](API\Developer\AITestSuite\BehaviorTree\EBTTestServiceStopTiming) StopTiming, [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )
[]
FBTBuilder::WithTaskServiceLog
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
static void WithTaskServiceLog ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 ActivationIndex, int32 DeactivationIndex, int32 TickIndex, [FName](API\Runtime\Core\UObject\FName) TickBoolKeyName, bool bCallTickOnSearchStart, [FName](API\Runtime\Core\UObject\FName) BecomeRelevantBoolKeyName, [FName](API\Runtime\Core\UObject\FName) CeaseRelevantBoolKeyName, bool bToggleValue )
[]
FBTBuilder
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
struct FBTBuilder
[]
FTestHelpers::TestEqual
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 Expression, T2 Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }
[]
FBTBuilder::WithService
/Engine/Source/Developer/AITestSuite/Public/BTBuilder.h
AITestSuite
template<class T> static T & WithService ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ServiceClass )
[]
FTestHelpers::TestEqual
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 * Expression, T2 * Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }
[]
FTestHelpers::TestNotEqual
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestNotEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 Expression, T2 Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }
[]
FTestHelpers::TestNotEqual
/Engine/Source/Developer/AITestSuite/Public/AITestsCommon.h
AITestSuite
namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestNotEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 * Expression, T2 * Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }
[]
FTestLogger::Log
/Engine/Source/Developer/AITestSuite/Public/TestLogger.h
AITestSuite
void Log ( const ValueType & Value )
[]
FTestLogger::FTestLogger
/Engine/Source/Developer/AITestSuite/Public/TestLogger.h
AITestSuite
FTestLogger ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) * InTestRunner )
[]
FTestLogger
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
AITestSuite
template<typename ValueType> struct FTestLogger
[ { "type": "TArray< ValueTy...", "name": "ExpectedValues", "description": "" }, { "type": "TArray< ValueTy...", "name": "LoggedValues", "description": "" }, { "type": "FAutomationTest...", "name": "TestRunner", "description": "" } ]
FTestTickHelper::GetStatId
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
Return the stat id to use for this tickable
AITestSuite
virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const
[]
FTestTickHelper::IsTickable
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately. true if object is ready to be ticked, false otherwise.
AITestSuite
virtual bool IsTickable() const
[]
FTestTickHelper::IsTickableInEditor
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior. true if this tickable object can be ticked in the editor
AITestSuite
virtual bool IsTickableInEditor() const
[]
FTestTickHelper::Tick
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)
AITestSuite
virtual void Tick ( float DeltaTime )
[]
FTestTickHelper::FTestTickHelper
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
FTestTickHelper()
[]
FTestTickHelper
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
struct FTestTickHelper : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)
[ { "type": "TWeakObjectPtr<...", "name": "Owner", "description": "" } ]
IAITestSuite::Get
/Engine/Source/Developer/AITestSuite/Public/AITestSuite.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
AITestSuite
static [IAITestSuite](API\Developer\AITestSuite\IAITestSuite) & Get()
[]
FTestLogger::~FTestLogger
/Engine/Source/Developer/AITestSuite/Public/TestLogger.h
AITestSuite
~FTestLogger()
[]
IAITestSuite::IsAvailable
/Engine/Source/Developer/AITestSuite/Public/AITestSuite.h
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true. True if the module is loaded and ready to use
AITestSuite
static bool IsAvailable()
[]
IAITestSuite
/Engine/Source/Developer/AITestSuite/Public/AITestSuite.h
The public interface to this module
AITestSuite
class IAITestSuite : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
UMockAI::SetEnableTicking
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
void SetEnableTicking ( bool bShouldTick )
[]
UMockAI::TickMe
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
virtual void TickMe ( float DeltaTime )
[]
UMockAI::UseBlackboardComponent
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
void UseBlackboardComponent()
[]
UMockAI::UseBrainComponent
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
template<typename TBrainClass> void UseBrainComponent()
[]
UMockAI::UsePerceptionComponent
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
void UsePerceptionComponent()
[]
UMockAI::UMockAI
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
UMockAI ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UMockAI::~UMockAI
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
virtual ~UMockAI()
[]
UMockAI
/Engine/Source/Developer/AITestSuite/Classes/MockAI.h
AITestSuite
class UMockAI : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TObjectPtr<AAc...", "name": "Actor", "description": "" }, { "type": "TObjectPtr<UBl...", "name": "BBComp", "description": "" }, { "type": "TObjectPtr<UBr...", "name": "BrainComp", "description": "" }, { "type": "TObjectPtr<UAI...", "name": "PerceptionComp", "description": "" }, { "type": "FTestTickHelper", "name": "TickHelper", "description": "" } ]
ExecutionLog
/Engine/Source/Developer/AITestSuite/Classes/MockAI_BT.h
AITestSuite
static [TArray](API\Runtime\Core\Containers\TArray)< int32 > ExecutionLog;
[]
UMockAI_BT::RunBT
/Engine/Source/Developer/AITestSuite/Classes/MockAI_BT.h
AITestSuite
void RunBT ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & BTAsset, [EBTExecutionMode::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionMode__Type) RunType )
[]
UMockAI_BT::IsRunning
/Engine/Source/Developer/AITestSuite/Classes/MockAI_BT.h
AITestSuite
bool IsRunning() const
[]
UMockAI_BT::UMockAI_BT
/Engine/Source/Developer/AITestSuite/Classes/MockAI_BT.h
AITestSuite
UMockAI_BT ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UMockGameplayTaskOwner::GetGameplayTaskOwner
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
Get owner of a task or default one when task is null
AITestSuite
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const
[]
UMockGameplayTaskOwner::GetGameplayTasksComponent
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!
AITestSuite
virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const
[]
UMockGameplayTaskOwner
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
AITestSuite
class UMockGameplayTaskOwner : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)
[ { "type": "TObjectPtr<UGa...", "name": "GTComponent", "description": "" } ]
UMockGameplayTasksComponent::GetTaskPriorityQueueSize
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
AITestSuite
int32 GetTaskPriorityQueueSize() const
[]
UMockGameplayTasksComponent
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
A Testing-time component that is a way to accessUGameplayTasksComponent's protected properties
AITestSuite
class UMockGameplayTasksComponent : public [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent)
[]
UMockTask_Log::Activate
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it
AITestSuite
virtual void Activate()
[]
UMockTask_Log::CreateTask
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
AITestSuite
static [UMockTask_Log](API\Developer\AITestSuite\UMockTask_Log) * CreateTask ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & TaskOwner, [FTestLogger](API\Developer\AITestSuite\FTestLogger)< int32 > & InLogger, const [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & Resources, uint8 Priority )
[]
UMockTask_Log::EnableTick
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
Testing only hack-functions
AITestSuite
void EnableTick()
[]
UMockTask_Log::ExternalCancel
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
Called when the task is asked to cancel from an outside node. What this means depends on the individual task.Bydefault, this does nothing other than ending the task.
AITestSuite
virtual void ExternalCancel()
[]
UMockTask_Log::ExternalConfirm
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
Called when the task is asked to confirm from an outside node. What this means depends on the individual task.Bydefault, this does nothing other than ending if bEndTask is true.
AITestSuite
virtual void ExternalConfirm ( bool bEndTask )
[]
UMockTask_Log::OnDestroy
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. IMPORTANT! Do NOT call directly! CallEndTask()orTaskOwnerEnded()IMPORTANT! When overriding this function make sure to call Super::OnDestroy(bOwnerFinished) as the last thing, since the function internally marks the task as "Pending Kill", and this may interfere with internal BP mechanics
AITestSuite
virtual void OnDestroy ( bool bInOwnerFinished )
[]
UMockAI_BT
/Engine/Source/Developer/AITestSuite/Classes/MockAI_BT.h
AITestSuite
class UMockAI_BT : public [UMockAI](API\Developer\AITestSuite\UMockAI)
[ { "type": "TObjectPtr<UBe...", "name": "BTComp", "description": "" }, { "type": "TArray< int32 >", "name": "ExpectedResult", "description": "" } ]
UMockTask_Log::SetInstaEnd
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
AITestSuite
void SetInstaEnd ( bool bNewValue )
[]
UMockTask_Log::TickTask
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
Tick function for this task, if bTickingTask == true
AITestSuite
virtual void TickTask ( float DeltaTime )
[]
UMockTask_Log::UMockTask_Log
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
AITestSuite
UMockTask_Log ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UMockTask_Log
/Engine/Source/Developer/AITestSuite/Classes/MockGameplayTasks.h
AITestSuite
class UMockTask_Log : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)
[ { "type": "bool", "name": "bShoudEndAsPartOfActivation", "description": "" }, { "type": "FTestLogger< in...", "name": "Logger", "description": "" } ]
FAddAtributeAction::ExecuteInternal
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FChange](API\Runtime\Core\Misc\FChange) > ExecuteInternal ( [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) * Controller )
[]
FAddAtributeAction::ToStringInternal
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
virtual [FString](API\Runtime\Core\Containers\FString) ToStringInternal() const
[]
FAddAtributeAction::FAddAtributeAction
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
FAddAtributeAction()
[]
FAddAtributeAction::FAddAtributeAction
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
FAddAtributeAction ( const [FAnimatedBoneAttribute](API\Runtime\Engine\Animation\AnimData\FAnimatedBoneAttribute) & InAttribute )
[]
FAddAtributeAction::~FAddAtributeAction
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
virtual ~FAddAtributeAction()
[]
FAddAtributeKeyAction::ExecuteInternal
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FChange](API\Runtime\Core\Misc\FChange) > ExecuteInternal ( [IAnimationDataModel](API\Runtime\Engine\Animation\AnimData\IAnimationDataModel) * Model, [IAnimationDataController](API\Runtime\Engine\Animation\AnimData\IAnimationDataController) * Controller )
[]
FAddAtributeAction
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
class FAddAtributeAction : public [UE::Anim::FAnimDataBaseAction](API\Developer\AnimationDataController\FAnimDataBaseAction)
[ { "type": "FAnimationAttri...", "name": "AttributeId", "description": "" }, { "type": "TArray<FAttrib...", "name": "Keys", "description": "" } ]
FAddAtributeKeyAction::ToStringInternal
/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
AnimationDataController
virtual [FString](API\Runtime\Core\Containers\FString) ToStringInternal() const
[]