| UAISense::OnNewPawn()
|
Module |
|
Header |
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h |
Include |
#include "Perception/AISense_Blueprint.h" |
Source |
/Engine/Source/Runtime/AIModule/Private/Perception/AISense_Blueprint.cpp |
Gets called when perception system gets notified about new spawned pawn. : do not call super implementation. It's used to detect when subclasses don't override it