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AI Subsystem managing AI Perception through registered AI Senses between Listeners and Stimuli Sources
| Name | UAIPerceptionSystem |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h |
| Include Path | #include "Perception/AIPerceptionSystem.h" |
Syntax
UCLASS (ClassGroup=AI, Config=Game, defaultconfig, MinimalAPI)
class UAIPerceptionSystem : public UAISubsystem
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → UAISubsystem → UAIPerceptionSystem
- UObjectBase → UObjectBaseUtility → UObject → UAISubsystem → UAIPerceptionSystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAIPerceptionSystem
(
const FObjectInitializer& ObjectInitializer |
Perception/AIPerceptionSystem.h |
Structs
| Name | Remarks |
|---|---|
| FDelayedStimulus | |
| FPerceptionSourceRegistration |
Enums
Protected
| Name | Remarks |
|---|---|
| EDelayedStimulusSorting |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentTime | double | Cached world's timestamp | Perception/AIPerceptionSystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsSenseInstantiated
(
const FAISenseID& SenseID |
Perception/AIPerceptionSystem.h | ||
void OnEvent
(
const FEventClass& Event |
Perception/AIPerceptionSystem.h | ||
void OnEventsBatch
(
const TArray< FEventClass >& Events |
Perception/AIPerceptionSystem.h | ||
void OnListenerConfigUpdated
(
FAISenseID SenseID, |
Perception/AIPerceptionSystem.h | ||
void OnListenerForgetsActor
(
const UAIPerceptionComponent& Listener, |
Perception/AIPerceptionSystem.h | ||
void OnListenerForgetsAll
(
const UAIPerceptionComponent& Listener |
Perception/AIPerceptionSystem.h | ||
void RegisterDelayedStimulus
(
FPerceptionListenerID ListenerId, |
Perception/AIPerceptionSystem.h | ||
FAISenseID RegisterSenseClass
(
TSubclassOf< UAISense > SenseClass |
Perception/AIPerceptionSystem.h | ||
void RegisterSource
(
AActor& SourceActor |
Registers given actor as a source for all registered senses | Perception/AIPerceptionSystem.h | |
void RegisterSource
(
AActor& SourceActor |
Registers a source of given sense's stimuli | Perception/AIPerceptionSystem.h | |
void RegisterSourceForSenseClass
(
TSubclassOf< UAISense > Sense, |
Perception/AIPerceptionSystem.h | ||
void ReportEvent
(
UAISenseEvent* PerceptionEvent |
Perception/AIPerceptionSystem.h |
|
|
void UnregisterListener
(
UAIPerceptionComponent& Listener |
Perception/AIPerceptionSystem.h | ||
void UnregisterSource
(
AActor& SourceActor, |
Unregisters given actor from the list of active stimuli sources | Perception/AIPerceptionSystem.h | |
void UpdateListener
(
UAIPerceptionComponent& Listener |
Registers listener if not registered | Perception/AIPerceptionSystem.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
Perception/AIPerceptionSystem.h | ||
virtual void Tick
(
float DeltaTime |
FTickableGameObject begin. | Perception/AIPerceptionSystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AgeStimuli
(
const float Amount |
Returns true if aging resulted in tagging any of the listeners to process its stimuli ( | Perception/AIPerceptionSystem.h | |
bool DeliverDelayedStimuli
(
EDelayedStimulusSorting Sorting |
Sorts DelayedStimuli and delivers all the ones that are no longer "in the future" | Perception/AIPerceptionSystem.h | |
AIPerception::FListenerMap & GetListenersMap() |
Perception/AIPerceptionSystem.h | ||
void OnListenerRemoved
(
const FPerceptionListener& UpdatedListener |
Perception/AIPerceptionSystem.h | ||
void OnListenerUpdate
(
const FPerceptionListener& UpdatedListener |
Perception/AIPerceptionSystem.h | ||
void OnNewListener
(
const FPerceptionListener& NewListener |
Perception/AIPerceptionSystem.h | ||
virtual void OnNewPawn
(
APawn& Pawn |
Perception/AIPerceptionSystem.h | ||
void OnPerceptionStimuliSourceEndPlay
(
AActor* Actor, |
Perception/AIPerceptionSystem.h | ||
void PerformSourceRegistration() |
Perception/AIPerceptionSystem.h | ||
virtual void RegisterAllPawnsAsSourcesForSense
(
FAISenseID SenseID |
Iterates over all pawns and registeres them as a source for sense indicated by SenseID. | Perception/AIPerceptionSystem.h | |
void RegisterSource
(
FAISenseID SenseID, |
Requests registration of a given actor as a perception data source for specified sense | Perception/AIPerceptionSystem.h | |
virtual void StartPlay() |
Perception/AIPerceptionSystem.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAIPerceptionSystem * GetCurrent
(
UWorld& World |
Perception/AIPerceptionSystem.h | ||
static UAIPerceptionSystem * GetCurrent
(
UObject* WorldContextObject |
Perception/AIPerceptionSystem.h | ||
static TSubclassOf< UAISense > GetSenseClassForStimulus
(
UObject* WorldContextObject, |
Perception/AIPerceptionSystem.h |
|
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| Perception/AIPerceptionSystem.h | |||
| Perception/AIPerceptionSystem.h | |||
static bool RegisterPerceptionStimuliSource
(
UObject* WorldContextObject, |
Perception/AIPerceptionSystem.h |
|
|
static void ReportPerceptionEvent
(
UObject* WorldContextObject, |
Perception/AIPerceptionSystem.h |
|