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When applied to a player controller will create an AIPerception component for that player and plug it into the AIPerceptionSystem. The sensor will report information gathered by the perception system on the behalf of this agent. Note that the world needs to be configured to allow AI Systems to be created
| Name | UMLAdapterSensor_AIPerception |
| Type | class |
| Header File | /Engine/Plugins/AI/MLAdapter/Source/MLAdapter/Public/Sensors/MLAdapterSensor_AIPerception.h |
| Include Path | #include "Sensors/MLAdapterSensor_AIPerception.h" |
Syntax
UCLASS (Blueprintable)
class UMLAdapterSensor_AIPerception : public UMLAdapterSensor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMLAdapterAgentElement → UMLAdapterSensor → UMLAdapterSensor_AIPerception
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMLAdapterSensor_AIPerception
(
const FObjectInitializer& ObjectInitializer |
Sensors/MLAdapterSensor_AIPerception.h |
Structs
| Name | Remarks |
|---|---|
| FTargetRecord |
Enums
Public
| Name | Remarks |
|---|---|
| ESortType |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetViewPoint
(
AActor& Avatar, |
Sensors/MLAdapterSensor_AIPerception.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float Sanify
(
const float DegreeAngles |
Sensors/MLAdapterSensor_AIPerception.h | ||
FRotator Sanify
(
const FRotator Rotator |
Sensors/MLAdapterSensor_AIPerception.h |
Overridden from UMLAdapterSensor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetObservations
(
FMLAdapterMemoryWriter& Ar |
Sensors/MLAdapterSensor_AIPerception.h | ||
virtual void SenseImpl
(
const float DeltaTime |
Called from Sense based on TickPolicy. | Sensors/MLAdapterSensor_AIPerception.h |
Overridden from UMLAdapterAgentElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Called before actuator's destruction. | Sensors/MLAdapterSensor_AIPerception.h | ||
virtual TSharedPtr< FMLAdapter::FSpace > ConstructSpaceDef() |
Sensors/MLAdapterSensor_AIPerception.h | ||
virtual void OnAvatarSet
(
AActor* Avatar |
Sensors/MLAdapterSensor_AIPerception.h | ||
virtual void UpdateSpaceDef() |
Sensors/MLAdapterSensor_AIPerception.h |
See Also
-
UAIPerceptionComponent::ProcessStimuli
-
Server.Configure mz