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15 changes: 15 additions & 0 deletions API/AIController-AIController(string_Blueprint).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController(string, UnrealEngine.Framework.Blueprint) Constructor
Spawns the actor in the world
```csharp
public AIController(string name=null, UnrealEngine.Framework.Blueprint blueprint=null);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-AIController(string_UnrealEngine-Framework-Blueprint)-name'></a>
`name` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')
The name of the actor

<a name='UnrealEngine-Framework-AIController-AIController(string_UnrealEngine-Framework-Blueprint)-blueprint'></a>
`blueprint` [Blueprint](./Blueprint.md 'UnrealEngine.Framework.Blueprint')
The blueprint class to use as a base class, should be equal to the exact type of the actor

8 changes: 8 additions & 0 deletions API/AIController-AllowStrafe.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController.AllowStrafe Property
Gets or sets whether strafing allowed during movement
```csharp
public bool AllowStrafe { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
10 changes: 10 additions & 0 deletions API/AIController-ClearFocus(AIFocusPriority).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController.ClearFocus(UnrealEngine.Framework.AIFocusPriority) Method
Clears focus for the given priority, will clear focal point as a result
```csharp
public void ClearFocus(UnrealEngine.Framework.AIFocusPriority priority=UnrealEngine.Framework.AIFocusPriority.High);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-ClearFocus(UnrealEngine-Framework-AIFocusPriority)-priority'></a>
`priority` [AIFocusPriority](./AIFocusPriority.md 'UnrealEngine.Framework.AIFocusPriority')

8 changes: 8 additions & 0 deletions API/AIController-GetFocalPoint().md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController.GetFocalPoint() Method
Returns the final position that controller should be looking at
```csharp
public System.Numerics.Vector3 GetFocalPoint();
```
#### Returns
[System.Numerics.Vector3](https://docs.microsoft.com/en-us/dotnet/api/System.Numerics.Vector3 'System.Numerics.Vector3')
10 changes: 10 additions & 0 deletions API/AIController-GetFocalPoint(Vector3).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController.GetFocalPoint(System.Numerics.Vector3) Method
Retrieves the final position that controller should be looking at
```csharp
public void GetFocalPoint(ref System.Numerics.Vector3 value);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-GetFocalPoint(System-Numerics-Vector3)-value'></a>
`value` [System.Numerics.Vector3](https://docs.microsoft.com/en-us/dotnet/api/System.Numerics.Vector3 'System.Numerics.Vector3')

8 changes: 8 additions & 0 deletions API/AIController-GetFocusActor().md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController.GetFocusActor() Method
Returns the focused actor or `null` on failure
```csharp
public UnrealEngine.Framework.Actor GetFocusActor();
```
#### Returns
[Actor](./Actor.md 'UnrealEngine.Framework.Actor')
13 changes: 13 additions & 0 deletions API/AIController-SetFocalPoint(Vector3_AIFocusPriority).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController.SetFocalPoint(System.Numerics.Vector3, UnrealEngine.Framework.AIFocusPriority) Method
Sets focal point for the given priority as absolute position or offset from base
```csharp
public void SetFocalPoint(in System.Numerics.Vector3 newFocus, UnrealEngine.Framework.AIFocusPriority priority);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-SetFocalPoint(System-Numerics-Vector3_UnrealEngine-Framework-AIFocusPriority)-newFocus'></a>
`newFocus` [System.Numerics.Vector3](https://docs.microsoft.com/en-us/dotnet/api/System.Numerics.Vector3 'System.Numerics.Vector3')

<a name='UnrealEngine-Framework-AIController-SetFocalPoint(System-Numerics-Vector3_UnrealEngine-Framework-AIFocusPriority)-priority'></a>
`priority` [AIFocusPriority](./AIFocusPriority.md 'UnrealEngine.Framework.AIFocusPriority')

13 changes: 13 additions & 0 deletions API/AIController-SetFocus(Actor_AIFocusPriority).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./AIController.md 'UnrealEngine.Framework.AIController')
## AIController.SetFocus(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AIFocusPriority) Method
Sets focus actor for the given priority, will set focal point as a result
```csharp
public void SetFocus(UnrealEngine.Framework.Actor newFocus, UnrealEngine.Framework.AIFocusPriority priority=UnrealEngine.Framework.AIFocusPriority.High);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-SetFocus(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AIFocusPriority)-newFocus'></a>
`newFocus` [Actor](./Actor.md 'UnrealEngine.Framework.Actor')

<a name='UnrealEngine-Framework-AIController-SetFocus(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AIFocusPriority)-priority'></a>
`priority` [AIFocusPriority](./AIFocusPriority.md 'UnrealEngine.Framework.AIFocusPriority')

55 changes: 11 additions & 44 deletions API/AIController.md
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### [UnrealEngine.Framework](UnrealEngine_Framework.md 'UnrealEngine.Framework')
### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework')
## AIController Class
The base class of controllers for an AI-controlled [Pawn](Pawn.md 'UnrealEngine.Framework.Pawn')
The base class of controllers for an AI-controlled [Pawn](./Pawn.md 'UnrealEngine.Framework.Pawn')
```csharp
public class AIController : UnrealEngine.Framework.Controller
```

Inheritance [System.Object](https://docs.microsoft.com/en-us/dotnet/api/System.Object 'System.Object') &#129106; [Actor](Actor.md 'UnrealEngine.Framework.Actor') &#129106; [Controller](Controller.md 'UnrealEngine.Framework.Controller') &#129106; AIController
Inheritance [System.Object](https://docs.microsoft.com/en-us/dotnet/api/System.Object 'System.Object') &#129106; [Actor](./Actor.md 'UnrealEngine.Framework.Actor') &#129106; [Controller](./Controller.md 'UnrealEngine.Framework.Controller') &#129106; AIController
### Constructors

***
[AIController(string, Blueprint)](AIController_AIController(string_Blueprint).md 'UnrealEngine.Framework.AIController.AIController(string, UnrealEngine.Framework.Blueprint)')

Spawns the actor in the world
- [AIController(string, UnrealEngine.Framework.Blueprint)](./AIController-AIController(string_Blueprint).md 'UnrealEngine.Framework.AIController.AIController(string, UnrealEngine.Framework.Blueprint)')
### Properties

***
[AllowStrafe](AIController_AllowStrafe.md 'UnrealEngine.Framework.AIController.AllowStrafe')

Gets or sets whether strafing allowed during movement
- [AllowStrafe](./AIController-AllowStrafe.md 'UnrealEngine.Framework.AIController.AllowStrafe')
### Methods

***
[ClearFocus(AIFocusPriority)](AIController_ClearFocus(AIFocusPriority).md 'UnrealEngine.Framework.AIController.ClearFocus(UnrealEngine.Framework.AIFocusPriority)')

Clears focus for the given priority, will clear focal point as a result

***
[GetFocalPoint()](AIController_GetFocalPoint().md 'UnrealEngine.Framework.AIController.GetFocalPoint()')

Returns the final position that controller should be looking at

***
[GetFocalPoint(Vector3)](AIController_GetFocalPoint(Vector3).md 'UnrealEngine.Framework.AIController.GetFocalPoint(System.Numerics.Vector3)')

Retrieves the final position that controller should be looking at

***
[GetFocusActor()](AIController_GetFocusActor().md 'UnrealEngine.Framework.AIController.GetFocusActor()')

Returns the focused actor or `null` on failure

***
[SetFocalPoint(Vector3, AIFocusPriority)](AIController_SetFocalPoint(Vector3_AIFocusPriority).md 'UnrealEngine.Framework.AIController.SetFocalPoint(System.Numerics.Vector3, UnrealEngine.Framework.AIFocusPriority)')

Sets focal point for the given priority as absolute position or offset from base

***
[SetFocus(Actor, AIFocusPriority)](AIController_SetFocus(Actor_AIFocusPriority).md 'UnrealEngine.Framework.AIController.SetFocus(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AIFocusPriority)')

Sets focus actor for the given priority, will set focal point as a result
- [ClearFocus(UnrealEngine.Framework.AIFocusPriority)](./AIController-ClearFocus(AIFocusPriority).md 'UnrealEngine.Framework.AIController.ClearFocus(UnrealEngine.Framework.AIFocusPriority)')
- [GetFocalPoint()](./AIController-GetFocalPoint().md 'UnrealEngine.Framework.AIController.GetFocalPoint()')
- [GetFocalPoint(System.Numerics.Vector3)](./AIController-GetFocalPoint(Vector3).md 'UnrealEngine.Framework.AIController.GetFocalPoint(System.Numerics.Vector3)')
- [GetFocusActor()](./AIController-GetFocusActor().md 'UnrealEngine.Framework.AIController.GetFocusActor()')
- [SetFocalPoint(System.Numerics.Vector3, UnrealEngine.Framework.AIFocusPriority)](./AIController-SetFocalPoint(Vector3_AIFocusPriority).md 'UnrealEngine.Framework.AIController.SetFocalPoint(System.Numerics.Vector3, UnrealEngine.Framework.AIFocusPriority)')
- [SetFocus(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AIFocusPriority)](./AIController-SetFocus(Actor_AIFocusPriority).md 'UnrealEngine.Framework.AIController.SetFocus(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AIFocusPriority)')
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21 changes: 12 additions & 9 deletions API/AIFocusPriority.md
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### [UnrealEngine.Framework](UnrealEngine_Framework.md 'UnrealEngine.Framework')
### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework')
## AIFocusPriority Enum
Defines focus priority for AI
```csharp
public enum AIFocusPriority

```
#### Fields
<a name='UnrealEngine_Framework_AIFocusPriority_High'></a>
`High` 2
### Fields
<a name='AIFocusPriority-Normal'></a>
`Normal` 0

<a name='UnrealEngine_Framework_AIFocusPriority_Low'></a>

<a name='AIFocusPriority-Low'></a>
`Low` 1

<a name='UnrealEngine_Framework_AIFocusPriority_Normal'></a>
`Normal` 0

<a name='UnrealEngine_Framework_AIFocusPriority_VeryHigh'></a>
<a name='AIFocusPriority-High'></a>
`High` 2


<a name='AIFocusPriority-VeryHigh'></a>
`VeryHigh` 3


15 changes: 15 additions & 0 deletions API/Actor-Actor(string_Blueprint).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./Actor.md 'UnrealEngine.Framework.Actor')
## Actor(string, UnrealEngine.Framework.Blueprint) Constructor
Spawns the actor in the world
```csharp
public Actor(string name=null, UnrealEngine.Framework.Blueprint blueprint=null);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-Actor(string_UnrealEngine-Framework-Blueprint)-name'></a>
`name` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')
The name of the actor

<a name='UnrealEngine-Framework-Actor-Actor(string_UnrealEngine-Framework-Blueprint)-blueprint'></a>
`blueprint` [Blueprint](./Blueprint.md 'UnrealEngine.Framework.Blueprint')
The blueprint class to use as a base class, should be equal to the exact type of the actor

10 changes: 10 additions & 0 deletions API/Actor-AddTag(string).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./Actor.md 'UnrealEngine.Framework.Actor')
## Actor.AddTag(string) Method
Adds a tag to the actor that can be used for grouping and categorizing
```csharp
public void AddTag(string tag);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-AddTag(string)-tag'></a>
`tag` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')

8 changes: 8 additions & 0 deletions API/Actor-BlockInput.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./Actor.md 'UnrealEngine.Framework.Actor')
## Actor.BlockInput Property
Gets or sets whether the all input on the stack below this actor will not be considered
```csharp
public bool BlockInput { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
8 changes: 8 additions & 0 deletions API/Actor-CreationTime.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./Actor.md 'UnrealEngine.Framework.Actor')
## Actor.CreationTime Property
Gets the time when the actor was created relative to [Time](./World-Time.md 'UnrealEngine.Framework.World.Time')
```csharp
public float CreationTime { get; }
```
#### Property Value
[System.Single](https://docs.microsoft.com/en-us/dotnet/api/System.Single 'System.Single')
8 changes: 8 additions & 0 deletions API/Actor-Destroy().md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./Actor.md 'UnrealEngine.Framework.Actor')
## Actor.Destroy() Method
Returns `true` if the actor is destroyed or already marked for destruction, `false` if indestructible
```csharp
public bool Destroy();
```
#### Returns
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
12 changes: 12 additions & 0 deletions API/Actor-Equals(Actor).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./Actor.md 'UnrealEngine.Framework.Actor')
## Actor.Equals(UnrealEngine.Framework.Actor) Method
Indicates equality of objects
```csharp
public bool Equals(UnrealEngine.Framework.Actor other);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-Equals(UnrealEngine-Framework-Actor)-other'></a>
`other` [Actor](./Actor.md 'UnrealEngine.Framework.Actor')

#### Returns
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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