UAISense::OnNewPawn

Gets called when perception system gets notified about new spawned pawn.

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Override Hierarchy

UAISense::OnNewPawn()

UAISense_Blueprint::OnNewPawn()

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h

Include

#include "Perception/AISense.h"

Source

/Engine/Source/Runtime/AIModule/Private/Perception/AISense.cpp

Syntax

virtual void OnNewPawn
(
    APawn & NewPawn
)

Remarks

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