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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h |
Include |
#include "Perception/AIPerceptionComponent.h" |
class UAIPerceptionComponent : public UActorComponent
AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched)
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TObjectPtr< AAI... |
AIOwner |
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TSubclassOf< UA... |
DominantSense |
Indicated sense that takes precedence over other senses when determining sensed actor's location. |
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DominantSenseID |
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TArray< float > |
MaxActiveAge |
Max age of stimulus to consider it "active" (e.g. target is visible) |
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OnPerceptionUpdated |
Might want to move these to special "BP_AIPerceptionComponent". |
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OnTargetPerceptionInfoUpdated |
Notifies all bound objects that perception info has been updated for a given target. |
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OnTargetPerceptionUpdated |
Notifies all bound objects that perception info has been updated for a given target. |
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PerceptionFilter |
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SensesConfig |
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StimuliToProcess |
Name | Description | |
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UAIPerceptionComponent ( |
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AgeStimuli ( |
Returns true if, as result of stimuli aging, this listener needs an update (like if some stimuli expired) |
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CleanUp() |
Called to clean up on owner's end play or destruction |
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ConfigureSense ( |
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DescribeSelfToVisLog ( |
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ForgetActor ( |
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ForgetAll() |
Basically cleans up PerceptualData, resulting in loss of all previous perception |
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const FActor... |
GetActorInfo ( |
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GetActorLocation ( |
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GetActorsPerception ( |
Retrieves whatever has been sensed about given actor |
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const AActor... |
GetBodyActor() |
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GetCurrentlyPerceivedActors ( |
If SenseToUse is none all actors currently perceived in any way will get fetched |
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TSubclassOf<... |
GetDominantSense() |
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GetDominantSenseID() |
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GetFilteredActors ( |
Retrieves all actors in PerceptualData matching the predicate. |
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const FActor... |
GetFreshestTrace ( |
@note Will stop on first age 0 stimulus |
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GetHostileActors |
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GetHostileActorsBySense ( |
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GetKnownPerceivedActors ( |
If SenseToUse is none all actors ever perceived in any way (and not forgotten yet) will get fetched |
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FPerceptionL... |
GetListenerId() |
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GetLocationAndDirection |
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AActor * |
GetMutableBodyActor() |
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GetPerceivedHostileActors |
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GetPerceivedHostileActorsBySense ( |
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const FPerce... |
GetPerceptionFilter() |
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const FActor... |
GetPerceptualData() |
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FActorPercep... |
GetPerceptualData() |
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FActorPercep... |
GetPerceptualDataConstIterator() |
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FActorPercep... |
GetPerceptualDataIterator() |
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const UAISen... |
GetSenseConfig ( |
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UAISenseConf... |
GetSenseConfig ( |
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TAISenseConf... |
GetSensesConfigIterator() |
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FGenericTeam... |
GetTeamIdentifier() |
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float |
GetYoungestStimulusAge ( |
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HandleExpiredStimulus ( |
@note no need to call super implementation, it's there just for some validity checking |
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HasActiveStimulus ( |
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HasAnyActiveStimulus ( |
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HasAnyCurrentStimulus ( |
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OnOwnerEndPlay ( |
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ProcessStimuli() |
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RefreshStimulus ( |
Updates the stimulus entry in StimulusStore, if NewStimulus is more recent or stronger |
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RegisterStimulus ( |
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RemoveDeadData() |
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RequestStimuliListenerUpdate() |
Notifies AIPerceptionSystem to update properties for this "stimuli listener" |
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SetDominantSense ( |
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SetSenseEnabled ( |
That this works only if given sense has been already configured for this component instance |
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UpdatePerceptionAllowList ( |
Allows toggling senses on and off |
Name | Description | ||
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
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BeginDestroy() |
Called before destroying the object. |
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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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FStimulusToProcess |
Name |
Description |
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InitialStimuliToProcessArraySize |
Name | Description | ||
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GetPerceivedActors ( |
GetPerceivedActors is deprecated. Use GetCurrentlyPerceivedActors or GetKnownPerceivedActors |
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UpdatePerceptionFilter ( |
Function has been renamed and made public. Please use UpdatePerceptionAllowList instead |
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UpdatePerceptionWhitelist ( |
Use UpdatePerceptionAllowList instead |