UAISense_Blueprint

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Inheritance Hierarchy

References

Module

AIModule

Header

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

Include

#include "Perception/AISense_Blueprint.h"

Syntax

class UAISense_Blueprint : public UAISense

Variables

Constructors

Name Description

Public function

UAISense_Blueprint

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

void

 

GetAllListenerActors

(
    TArray< AActor* >& ListenerAc...
)

Public function Const

void

 

GetAllListenerComponents

Public function

void

 

K2_OnNewPawn

(
    APawn* NewPawn
)

Called when sense's instance gets notified about new pawn that has just been spawned

Public function

void

 

OnListenerRegistered

(
    AActor* ActorListener,
    UAIPerceptionComponent* Percep...
)

Protected function

void

 

OnListenerRemovedImpl

(
    const FPerceptionListener& Updated...
)

Public function

void

 

OnListenerUnregistered

(
    AActor* ActorListener,
    UAIPerceptionComponent* Percep...
)

Called when a listener unregistered from this sense. Most often this is called due to actor's death

Public function

void

 

OnListenerUpdated

(
    AActor* ActorListener,
    UAIPerceptionComponent* Percep...
)

Protected function

void

 

OnListenerUpdateImpl

(
    const FPerceptionListener& Updated...
)

Protected function

void

 

OnNewListenerImpl

(
    const FPerceptionListener& NewList...
)

Public function

float

 

OnUpdate

(
    const TArray< UAISenseEvent* >...
)

Returns requested amount of time to pass until next frame.

Overridden from UAISense

Name Description

Protected function Virtual

void

 

OnNewPawn

(
    APawn& NewPawn
)

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

Public function Virtual

void

 

RegisterWrappedEvent

(
    UAISenseEvent& PerceptionEvent
)

Protected function Virtual

float

 

Update()

Public function Virtual

FAISenseID

 

UpdateSenseID()

Constants

Name

Description

BPSenseToSenseID