unreal.AIPerceptionComponent
¶
- class unreal.AIPerceptionComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponent
AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched)
C++ Source:
Module: AIModule
File: AIPerceptionComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.dominant_sense
(type(Class)): [Read-Write] Dominant Sense: Indicated sense that takes precedence over other senses when determining sensed actor’s location.Should be set to one of the senses configured in SensesConfig, or None.
editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedon_perception_updated
(PerceptionUpdatedDelegate): [Read-Write] On Perception Updated: Might want to move these to special “BP_AIPerceptionComponent”on_target_perception_info_updated
(ActorPerceptionInfoUpdatedDelegate): [Read-Write] On Target Perception Info Updated: Notifies all bound objects that perception info has been updated for a given target. The notification is broadcasted for any received stimulus or on change of state according to the stimulus configuration.Note - This delegate will be called even if source actor is no longer valid by the time a stimulus gets processed so it is better to use source id for bookkeeping.
on_target_perception_updated
(ActorPerceptionUpdatedDelegate): [Read-Write] On Target Perception Updated: Notifies all bound objects that perception info has been updated for a given target. The notification is broadcasted for any received stimulus or on change of state according to the stimulus configuration.Note - This delegate will not be called if source actor is no longer valid by the time a stimulus gets processed. Use OnTargetPerceptionInfoUpdated providing a source id to handle those cases.
primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!senses_config
(Array[AISenseConfig]): [Read-Write] Senses Config
- forget_all() None ¶
basically cleans up PerceptualData, resulting in loss of all previous perception
- get_actors_perception(actor) ActorPerceptionBlueprintInfo or None ¶
Retrieves whatever has been sensed about given actor
- Parameters:
actor (Actor) –
- Returns:
info (ActorPerceptionBlueprintInfo):
- Return type:
ActorPerceptionBlueprintInfo or None
- get_currently_perceived_actors(sense_to_use) Array[Actor] ¶
If SenseToUse is none all actors currently perceived in any way will get fetched
- get_known_perceived_actors(sense_to_use) Array[Actor] ¶
If SenseToUse is none all actors ever perceived in any way (and not forgotten yet) will get fetched
- get_perceived_hostile_actors_by_sense(sense_to_use) Array[Actor] ¶
Get Perceived Hostile Actors by Sense
- property on_perception_updated: PerceptionUpdatedDelegate¶
[Read-Write] On Perception Updated: Might want to move these to special “BP_AIPerceptionComponent”
- Type:
- property on_target_perception_info_updated: ActorPerceptionInfoUpdatedDelegate¶
[Read-Write] On Target Perception Info Updated: Notifies all bound objects that perception info has been updated for a given target. The notification is broadcasted for any received stimulus or on change of state according to the stimulus configuration.
Note - This delegate will be called even if source actor is no longer valid by the time a stimulus gets processed so it is better to use source id for bookkeeping.
- property on_target_perception_updated: ActorPerceptionUpdatedDelegate¶
[Read-Write] On Target Perception Updated: Notifies all bound objects that perception info has been updated for a given target. The notification is broadcasted for any received stimulus or on change of state according to the stimulus configuration.
Note - This delegate will not be called if source actor is no longer valid by the time a stimulus gets processed. Use OnTargetPerceptionInfoUpdated providing a source id to handle those cases.
- Type: