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API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/Perception
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAISense
- UAISense_Blueprint
- UAISense_Damage
- UAISense_Hearing
- UAISense_Prediction
- UAISense_Sight
- UAISense_Team
- UAISense_Touch
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h |
| Include | #include "Perception/AISense.h" |
Syntax
class UAISense : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bAutoRegisterAllPawnsAsSources | If true all newly spawned pawns will get auto registered as source for this sense. | |
| uint32: 1 | bNeedsForgettingNotification | This sense has some internal logic that requires it to be notified when a listener wants to forget an actor | |
| uint32: 1 | bWantsNewPawnNotification | Whether this sense is interested in getting notified about new Pawns being spawned this can be used for example for automated sense sources registration | |
| EAISenseNotifyType | NotifyType | ||
| FOnPerceptionListenerUpdateDelegate | OnListenerRemovedDelegate | Called when a FPerceptionListener is removed from AIPerceptionSystem | |
| FOnPerceptionListenerUpdateDelegate | OnListenerUpdateDelegate | Called when a registered FPerceptionListener changes | |
| FOnPerceptionListenerUpdateDelegate | OnNewListenerDelegate | Called when a new FPerceptionListener registers with AIPerceptionSystem | |
| friend | UAIPerceptionSystem |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAISense
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ForceSenseID
(
FAISenseID SenseID |
To be called only for BP-generated classes | |
| AIPerception::FListenerMap * | GetListeners () |
Returning pointer rather then a reference to prevent users from accidentally creating copies by creating non-reference local vars | |
| UAIPerceptionSystem * | |||
| FAISenseID | GetSenseID () |
||
| FAISenseID | GetSenseID () |
||
| FAISenseID | GetSenseID
(
const TSubclassOf< UAISense > SenseClass |
||
| UWorld * | GetWorld () |
||
| void | HardcodeSenseID
(
TSubclassOf< UAISense > SenseClass, |
Use with caution! Needs to be called before any senses get instantiated or listeners registered. | |
| bool | |||
| void | OnListenerConfigUpdated
(
const FPerceptionListener& UpdatedListener |
||
| void | OnListenerForgetsActor
(
const FPerceptionListener& Listener, |
||
| void | OnListenerForgetsAll
(
const FPerceptionListener& Listener |
||
| void | OnListenerRemoved
(
const FPerceptionListener& RemovedListener |
||
| void | OnListenerUpdate
(
const FPerceptionListener& UpdatedListener |
||
| void | OnNewListener
(
const FPerceptionListener& NewListener |
||
| void | Gets called when perception system gets notified about new spawned pawn. | ||
| bool | ProgressTime
(
float DeltaSeconds |
||
| void | RegisterSource
(
AActor& SourceActors |
Virtual void RegisterSources(TArray |
|
| void | RegisterWrappedEvent
(
UAISenseEvent& PerceptionEvent |
||
| void | Will result in updating as soon as possible | ||
| void | RequestUpdateInSeconds
(
float UpdateInSeconds |
Will result in updating in specified number of seconds | |
| void | SetSenseID
(
FAISenseID Index |
||
| bool | |||
| void | Tick () |
||
| void | UnregisterSource
(
AActor& SourceActors |
||
| float | Update () |
||
| FAISenseID | |||
| bool | |||
| bool |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Constants
| Name | Description |
|---|---|
| SuspendNextUpdate |