unreal.AISense_Blueprint
¶
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class
unreal.
AISense_Blueprint
(outer=None, name='None')¶ Bases:
unreal.AISense
AISense Blueprint
C++ Source:
Module: AIModule
File: AISense_Blueprint.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.)listener_container
(Array(AIPerceptionComponent)): [Read-Write] Listener Containerlistener_data_type
(type(Class)): [Read-Write] Listener Data Typenotify_type
(AISenseNotifyType): [Read-Write] Notify Typewants_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
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get_all_listener_actors
()¶ Get All Listener Actors
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get_all_listener_components
()¶ Get All Listener Components
- Returns
listener_components (Array(AIPerceptionComponent)):
- Return type
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property
listener_container
¶ [Read-Only] Listener Container
- Type
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on_listener_registered
(actor_listener, perception_component) → None¶ - Parameters
actor_listener (Actor) –
perception_component (AIPerceptionComponent) – is ActorListener’s AIPerceptionComponent instance
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on_listener_unregistered
(actor_listener, perception_component) → None¶ called when a listener unregistered from this sense. Most often this is called due to actor’s death
- Parameters
actor_listener (Actor) –
perception_component (AIPerceptionComponent) – is ActorListener’s AIPerceptionComponent instance
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on_listener_updated
(actor_listener, perception_component) → None¶ - Parameters
actor_listener (Actor) –
perception_component (AIPerceptionComponent) – is ActorListener’s AIPerceptionComponent instance
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on_new_pawn
(new_pawn) → None¶ called when sense’s instance gets notified about new pawn that has just been spawned
- Parameters
new_pawn (Pawn) –
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on_update
(events_to_process) → float¶ - returns requested amount of time to pass until next frame.
Return 0 to get update every frame (WARNING: hits performance)
- Parameters
events_to_process (Array(AISenseEvent)) –
- Returns
- Return type