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| Name | UAISense_Blueprint |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h |
| Include Path | #include "Perception/AISense_Blueprint.h" |
Syntax
UCLASS (ClassGroup=AI, Abstract, Blueprintable, HideDropDown, MinimalAPI)
class UAISense_Blueprint : public UAISense
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAISense → UAISense_Blueprint
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAISense_Blueprint
(
const FObjectInitializer& ObjectInitializer |
Perception/AISense_Blueprint.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| BPSenseToSenseID | TMap< FNameEntryId, FAISenseID > | Perception/AISense_Blueprint.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Perception/AISense_Blueprint.h |
|
||
void GetAllListenerComponents
(
TArray< UAIPerceptionComponent* >& ListenerComponents |
Perception/AISense_Blueprint.h |
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|
void K2_OnNewPawn
(
APawn* NewPawn |
Called when sense's instance gets notified about new pawn that has just been spawned | Perception/AISense_Blueprint.h |
|
void OnListenerRegistered
(
AActor* ActorListener, |
Perception/AISense_Blueprint.h |
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void OnListenerUnregistered
(
AActor* ActorListener, |
Called when a listener unregistered from this sense. Most often this is called due to actor's death | Perception/AISense_Blueprint.h |
|
void OnListenerUpdated
(
AActor* ActorListener, |
Perception/AISense_Blueprint.h |
|
|
float OnUpdate
(
const TArray< UAISenseEvent* >& EventsToProcess |
Returns requested amount of time to pass until next frame. | Perception/AISense_Blueprint.h |
|
Overridden from UAISense
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RegisterWrappedEvent
(
UAISenseEvent& PerceptionEvent |
Perception/AISense_Blueprint.h | ||
virtual FAISenseID UpdateSenseID() |
Perception/AISense_Blueprint.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnListenerRemovedImpl
(
const FPerceptionListener& UpdatedListener |
Perception/AISense_Blueprint.h | ||
void OnListenerUpdateImpl
(
const FPerceptionListener& UpdatedListener |
Perception/AISense_Blueprint.h | ||
void OnNewListenerImpl
(
const FPerceptionListener& NewListener |
Perception/AISense_Blueprint.h |
Overridden from UAISense
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Gets called when perception system gets notified about new spawned pawn. | Perception/AISense_Blueprint.h | ||
virtual float Update() |
Perception/AISense_Blueprint.h |