Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h |
Include |
#include "Perception/AISense.h" |
class UAISense : public UObject
Name | Description | ||
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uint32: 1 |
bAutoRegisterAllPawnsAsSources |
If true all newly spawned pawns will get auto registered as source for this sense. |
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uint32: 1 |
bNeedsForgettingNotification |
This sense has some internal logic that requires it to be notified when a listener wants to forget an actor |
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uint32: 1 |
bWantsNewPawnNotification |
Whether this sense is interested in getting notified about new Pawns being spawned this can be used for example for automated sense sources registration |
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NotifyType |
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OnListenerRemovedDelegate |
If bound will be called when a FPerceptionListener's in removed from AIPerceptionSystem |
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OnListenerUpdateDelegate |
If bound will be called when a FPerceptionListener's in AIPerceptionSystem change |
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OnNewListenerDelegate |
If bound will be called when new FPerceptionListener gets registers with AIPerceptionSystem |
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friend |
UAIPerceptionSystem |
Name | Description | |
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UAISense ( |
Name | Description | ||
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ForceSenseID ( |
To be called only for BP-generated classes |
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AIPerception... |
GetListeners() |
Returning pointer rather then a reference to prevent users from accidentally creating copies by creating non-reference local vars |
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UAIPerceptio... |
GetPerceptionSystem() |
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GetSenseID() |
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GetSenseID() |
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GetSenseID ( |
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UWorld * |
GetWorld() |
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HardcodeSenseID ( |
Use with caution! Needs to be called before any senses get instantiated or listeners registered. |
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NeedsNotificationOnForgetting() |
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OnListenerConfigUpdated ( |
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OnListenerForgetsActor ( |
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OnListenerForgetsAll ( |
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OnListenerRemoved ( |
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OnListenerUpdate ( |
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OnNewListener ( |
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OnNewPawn ( |
Gets called when perception system gets notified about new spawned pawn. |
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ProgressTime ( |
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RegisterSource ( |
Virtual void RegisterSources(TArray |
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RegisterWrappedEvent ( |
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RequestImmediateUpdate() |
Will result in updating as soon as possible |
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RequestUpdateInSeconds ( |
Will result in updating in specified number of seconds |
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SetSenseID ( |
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ShouldAutoRegisterAllPawnsAsSources() |
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Tick() |
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UnregisterSource ( |
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float |
Update() |
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UpdateSenseID() |
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WantsNewPawnNotification() |
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WantsUpdateOnlyOnPerceptionValueChange() |
Name | Description | ||
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name |
Description |
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SuspendNextUpdate |
Name | Description | ||
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float |
DefaultExpirationAge |
This property will be removed in future versions. Use AISenseConfig::MaxAge instead. |
Name | Description | ||
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CleanseInvalidSources() |
This method is no longer used and will be removed in future versions. UnregisterSource is called by AActor.OnEndPlay delegate and will perform the cleanup. |
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GetDebugColor() |
Function removed, use AISenseConfig.GetDebugColor() instead. |
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GetDebugLegend() |
Function removed, use AISenseConfig.DescribeSelfToGameplayDebugger() instead. |
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GetDebugName() |
Function removed, use AISenseConfig.GetSenseName() instead. |
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float |
GetDefaultExpirationAge() |
This method will be removed in future versions. Perception relies on AISenseConfig::MaxAge so the value returned is no longer used by the perception system. |