unreal.PawnSensingComponent¶
- class unreal.PawnSensingComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponentSensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients.
C++ Source:
Module: AIModule
File: PawnSensingComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_sensing_updates(bool): [Read-Write] If true, component will perform sensing updates. At runtime change this using SetSensingUpdatesEnabled().hear_noises(bool): [Read-Write] If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard. Default: true IMPORTANT NOTE: If we can see pawns (bSeePawns is true), and the pawn is visible, noise notifications are not triggered.hearing_max_sound_age(float): [Read-Write] Max age of sounds we can hear. Should be greater than SensingInterval, or you might miss hearing some sounds!hearing_threshold(float): [Read-Write] Max distance at which a makenoise(1.0) loudness sound can be heard, regardless of occlusionis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildslos_hearing_threshold(float): [Read-Write] Max distance at which a makenoise(1.0) loudness sound can be heard if unoccluded (LOSHearingThreshold should be > HearingThreshold)on_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_hear_noise(HearNoiseDelegate): [Read-Write] Delegate to execute when we hear a noise from a Pawn’s PawnNoiseEmitterComponent.on_see_pawn(SeePawnDelegate): [Read-Write] Delegate to execute when we see a Pawn.only_sense_players(bool): [Read-Write] If true, will only sense player-controlled pawns in the world. Default: trueperipheral_vision_angle(float): [Read-Write] How far to the side AI can see, in degrees. Use SetPeripheralVisionAngle to change the value at runtime.primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!see_pawns(bool): [Read-Write] If true, we will perform visibility tests and will trigger notifications when a Pawn is visible. Default: truesensing_interval(float): [Read-Write] Amount of time between pawn sensing updates. Use SetSensingInterval() to adjust this at runtime. A value <= 0 prevents any updates.sight_radius(float): [Read-Write] Maximum sight distance.
- property b_wants_see_player_notify¶
‘b_wants_see_player_notify’ was renamed to ‘see_pawns’.
- Type
deprecated
- property enable_sensing_updates¶
[Read-Only] If true, component will perform sensing updates. At runtime change this using SetSensingUpdatesEnabled().
- Type
(bool)
- property hear_noises¶
true IMPORTANT NOTE: If we can see pawns (bSeePawns is true), and the pawn is visible, noise notifications are not triggered.
- Type
(bool)
- Type
[Read-Write] If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard. Default
- property hearing_max_sound_age¶
[Read-Write] Max age of sounds we can hear. Should be greater than SensingInterval, or you might miss hearing some sounds!
- Type
(float)
- property hearing_threshold¶
[Read-Write] Max distance at which a makenoise(1.0) loudness sound can be heard, regardless of occlusion
- Type
(float)
- property los_hearing_threshold¶
[Read-Write] Max distance at which a makenoise(1.0) loudness sound can be heard if unoccluded (LOSHearingThreshold should be > HearingThreshold)
- Type
(float)
- property on_hear_noise¶
[Read-Write] Delegate to execute when we hear a noise from a Pawn’s PawnNoiseEmitterComponent.
- Type
- property on_see_pawn¶
[Read-Write] Delegate to execute when we see a Pawn.
- Type
- property only_sense_players¶
true
- Type
(bool)
- Type
[Read-Write] If true, will only sense player-controlled pawns in the world. Default
- property peripheral_vision_angle¶
[Read-Only] How far to the side AI can see, in degrees. Use SetPeripheralVisionAngle to change the value at runtime.
- Type
(float)
- property see_pawns¶
true
- Type
(bool)
- Type
[Read-Write] If true, we will perform visibility tests and will trigger notifications when a Pawn is visible. Default
- property sensing_interval¶
[Read-Only] Amount of time between pawn sensing updates. Use SetSensingInterval() to adjust this at runtime. A value <= 0 prevents any updates.
- Type
(float)
- set_peripheral_vision_angle(new_peripheral_vision_angle) → None¶
Sets PeripheralVisionAngle. Calculates PeripheralVisionCosine from PeripheralVisionAngle
- Parameters
new_peripheral_vision_angle (float) –
- set_sensing_interval(new_sensing_interval) → None¶
Changes the SensingInterval. If we are currently waiting for an interval, this can either extend or shorten that interval. A value <= 0 prevents any updates.
- Parameters
new_sensing_interval (float) –
- set_sensing_updates_enabled(enabled) → None¶
Enables or disables sensing updates. The timer is reset in either case.
- Parameters
enabled (bool) –
- property sight_counter_interval¶
‘sight_counter_interval’ was renamed to ‘sensing_interval’.
- Type
deprecated