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API > API/Runtime > API/Runtime/AIModule
| Name | FActorPerceptionInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h |
| Include Path | #include "Perception/AIPerceptionComponent.h" |
Syntax
struct FActorPerceptionInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorPerceptionInfo
(
AActor* InTarget |
Perception/AIPerceptionComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsFriendly | uint32 | Indicates whether this Actor is friendly to perception holder | Perception/AIPerceptionComponent.h | |
| bIsHostile | uint32 | Indicates whether this Actor is hostile to perception holder | Perception/AIPerceptionComponent.h | |
| DominantSense | FAISenseID | If != MAX indicates the sense that takes precedence over other senses when it comes to determining last stimulus location | Perception/AIPerceptionComponent.h | |
| LastSensedStimuli | TArray< FAIStimulus > | Perception/AIPerceptionComponent.h | ||
| Target | TWeakObjectPtr< AActor > | Perception/AIPerceptionComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVector GetLastStimulusLocation
(
float* OptionalAge |
Retrieves last known location. Active (last reported as "successful") stimuli are preferred. | Perception/AIPerceptionComponent.h | |
FVector GetReceiverLocation
(
const FAISenseID Sense |
Retrieves receiver location of the last sense stimuli for a given sense | Perception/AIPerceptionComponent.h | |
FVector GetStimulusLocation
(
const FAISenseID Sense |
Retrieves location of the last sensed stimuli for a given sense | Perception/AIPerceptionComponent.h | |
bool HasAnyCurrentStimulus() |
Indicates currently live (visible) stimulus from any sense | Perception/AIPerceptionComponent.h | |
bool HasAnyKnownStimulus() |
It includes both currently live (visible) stimulus, as well as "remembered" ones | Perception/AIPerceptionComponent.h | |
bool HasKnownStimulusOfSense
(
const FAISenseID Sense |
Indicates a currently active or "remembered" stimuli for a given sense | Perception/AIPerceptionComponent.h | |
bool IsSenseActive
(
const FAISenseID Sense |
Indicates a currently active stimuli for a given sense | Perception/AIPerceptionComponent.h | |
void Merge
(
const FActorPerceptionInfo& Other |
Takes all "newer" info from Other and absorbs it | Perception/AIPerceptionComponent.h |