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API > API/Runtime > API/Runtime/AIModule
| Name | UAISense |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h |
| Include Path | #include "Perception/AISense.h" |
Syntax
UCLASS (ClassGroup=AI, Abstract, Config=Engine, MinimalAPI)
class UAISense : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAISense
Derived Classes
UAISense derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAISense
(
const FObjectInitializer& ObjectInitializer |
Perception/AISense.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SuspendNextUpdate | const float | Perception/AISense.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PerceptionSystemInstance | TObjectPtr< UAIPerceptionSystem > | Perception/AISense.h | ||
| SenseID | FAISenseID | Perception/AISense.h | ||
| TimeUntilNextUpdate | float | Then this count reaches 0 sense will be updated | Perception/AISense.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAISenseID GetSenseID () |
Perception/AISense.h | ||
virtual UWorld * GetWorld() |
Perception/AISense.h | ||
bool NeedsNotificationOnForgetting() |
Perception/AISense.h | ||
virtual void OnListenerConfigUpdated
(
const FPerceptionListener& UpdatedListener |
Perception/AISense.h | ||
virtual void OnListenerForgetsActor
(
const FPerceptionListener& Listener, |
Perception/AISense.h | ||
virtual void OnListenerForgetsAll
(
const FPerceptionListener& Listener |
Perception/AISense.h | ||
void OnListenerRemoved
(
const FPerceptionListener& RemovedListener |
Perception/AISense.h | ||
void OnListenerUpdate
(
const FPerceptionListener& UpdatedListener |
Perception/AISense.h | ||
void OnNewListener
(
const FPerceptionListener& NewListener |
Perception/AISense.h | ||
bool ProgressTime
(
float DeltaSeconds |
Perception/AISense.h | ||
virtual void RegisterSource
(
AActor& SourceActors |
Virtual void RegisterSources(TArray |
Perception/AISense.h | |
virtual void RegisterWrappedEvent
(
UAISenseEvent& PerceptionEvent |
Perception/AISense.h | ||
bool ShouldAutoRegisterAllPawnsAsSources() |
Perception/AISense.h | ||
void Tick() |
Perception/AISense.h | ||
virtual void UnregisterSource
(
AActor& SourceActors |
Perception/AISense.h | ||
virtual FAISenseID UpdateSenseID() |
Perception/AISense.h | ||
bool WantsNewPawnNotification() |
Perception/AISense.h | ||
bool WantsUpdateOnlyOnPerceptionValueChange() |
Perception/AISense.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
Perception/AISense.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForceSenseID
(
FAISenseID SenseID |
To be called only for BP-generated classes | Perception/AISense.h | |
AIPerception::FListenerMap * GetListeners() |
Returning pointer rather then a reference to prevent users from accidentally creating copies by creating non-reference local vars | Perception/AISense.h | |
UAIPerceptionSystem * GetPerceptionSystem() |
Perception/AISense.h | ||
| Gets called when perception system gets notified about new spawned pawn. | Perception/AISense.h | ||
void RequestImmediateUpdate() |
Will result in updating as soon as possible | Perception/AISense.h | |
void RequestUpdateInSeconds
(
float UpdateInSeconds |
Will result in updating in specified number of seconds | Perception/AISense.h | |
void SetSenseID
(
FAISenseID Index |
Perception/AISense.h | ||
virtual float Update() |
Perception/AISense.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FAISenseID GetSenseID () |
Perception/AISense.h | ||
static FAISenseID GetSenseID
(
const TSubclassOf< UAISense > SenseClass |
Perception/AISense.h | ||
static void HardcodeSenseID
(
TSubclassOf< UAISense > SenseClass, |
Use with caution! Needs to be called before any senses get instantiated or listeners registered. | Perception/AISense.h |