unreal.AISense_Sight
¶
- class unreal.AISense_Sight(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AISense
AISense Sight
C++ Source:
Module: AIModule
File: AISense_Sight.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_register_all_pawns_as_sources
(bool): [Read-Write] If true all newly spawned pawns will get auto registered as source for this sense.default_expiration_age
(float): [Read-Only] age past which stimulus of this sense are “forgotten”. (DEPRECATED: This property will be removed in future versions. Use AISenseConfig::MaxAge instead.)high_importance_query_distance_threshold
(float): [Read-Write]max_async_traces_per_tick
(int32): [Read-Write] Maximum number of asynchronous traces that can be requested in a single update callmax_query_importance
(float): [Read-Write]max_time_slice_per_tick
(double): [Read-Write]max_traces_per_tick
(int32): [Read-Write]min_queries_per_time_slice_check
(int32): [Read-Write]notify_type
(AISenseNotifyType): [Read-Write]pending_queries_budget_reduction_ratio
(float): [Read-Write] Defines the amount of async trace queries to prevent based on the number of pending queries at the start of an update. 1 means that the async trace budget is slashed by the pending queries count 0 means that the async trace budget is not impacted by the pending queriessight_limit_query_importance
(float): [Read-Write]use_asynchronous_trace_for_default_sight_queries
(bool): [Read-Write] Defines if we are allowed to use asynchronous trace queries when there is no IAISightTargetInterface for a Targetwants_new_pawn_notification
(bool): [Read-Write] whether this sense is interested in getting notified about new Pawns being spawnedthis can be used for example for automated sense sources registration