Controller
Overall overview
classDiagram
class AActor{
}
class INavAgentInterface {
}
class AController{
-uint8 bAttachToPawn
-uint8 bCanPossessWithoutAuthority
-uint8 bIsPlayerController
-FRotator ControlRotation
-uint8 IgnoreLookInput
-uint8 IgnoreMoveInput
-FInstigatedAnyDamageSignature OnInstigatedAnyDamage
-FPawnChangedSignature OnNewPawn
-FOnPossessedPawnChanged OnPossessedPawnChanged
-FName StateName
+AddPawnTickDependency(APawn* NewPawn) void
+AttachToPawn(APawn* InPawn) void
+BeginInactiveState() void
+ChangeState(FName NewState) void
+CleanupPlayerState() void
+ClientSetLocation(FVector NewLocation, FVector NewRotation) void
}
AController "0..*" *-- "1" APlayerState
AController "0..*" *-- "1" AActor
AController --|> AActor
AController --|> INavAgentInterface
class APlayerController{
}
APlayerController --|> AController
APlayerController --|> IWorldPartitionStreamingSourceProvider
class AAIController{
-uint32 bAllowStrafe
-uint32 bStopAILogicOnUnposses
}
AAIController "0..*" *-- "1" UBlackBoardComponent
AAIController "0..*" *-- "1" UBrainComponent
AAIController "0..*" *-- "1" UGameplayTasksComponent
AAIController "0..*" *-- "1" UNavigationQueryFilter
AAIController "0..*" *-- "1" UAIPerceptionComponent
AAIController --|> AController
class UBehaviorTreeComponent{
}
UBehaviorTreeComponent --|> UBrainComponent