unreal.PawnSensingComponent

class unreal.PawnSensingComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: ActorComponent

SensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients.

C++ Source:

  • Module: AIModule

  • File: PawnSensingComponent.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 component

  • auto_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 navigation

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • enable_sensing_updates (bool): [Read-Write] Enable Sensing Updates: If true, component will perform sensing updates. At runtime change this using SetSensingUpdatesEnabled().

  • hear_noises (bool): [Read-Write] Hear Noises: If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard. Default: true IMPORTANT NOTE: If we can see pawns (bSeePawns is true), and the pawn is visible, noise notifications are not triggered.

  • hearing_max_sound_age (float): [Read-Write] Hearing Max Sound Age: Max age of sounds we can hear. Should be greater than SensingInterval, or you might miss hearing some sounds!

  • hearing_threshold (float): [Read-Write] Hearing Threshold: Max distance at which a makenoise(1.0) loudness sound can be heard, regardless of occlusion

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • los_hearing_threshold (float): [Read-Write] LOSHearing Threshold: Max distance at which a makenoise(1.0) loudness sound can be heard if unoccluded (LOSHearingThreshold should be > HearingThreshold)

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • on_hear_noise (HearNoiseDelegate): [Read-Write] On Hear Noise: Delegate to execute when we hear a noise from a Pawn’s PawnNoiseEmitterComponent.

  • on_see_pawn (SeePawnDelegate): [Read-Write] On See Pawn: Delegate to execute when we see a Pawn.

  • only_sense_players (bool): [Read-Write] Only Sense Players: If true, will only sense player-controlled pawns in the world. Default: true

  • peripheral_vision_angle (float): [Read-Write] Peripheral Vision Angle: How far to the side AI can see, in degrees. Use SetPeripheralVisionAngle to change the value at runtime.

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • replicate_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!

  • see_pawns (bool): [Read-Write] See Pawns: If true, we will perform visibility tests and will trigger notifications when a Pawn is visible. Default: true

  • sensing_interval (float): [Read-Write] Sensing Interval: Amount of time between pawn sensing updates. Use SetSensingInterval() to adjust this at runtime. A value <= 0 prevents any updates.

  • sight_radius (float): [Read-Write] Sight Radius: Maximum sight distance.

property b_wants_see_player_notify: bool

‘b_wants_see_player_notify’ was renamed to ‘see_pawns’.

Type:

deprecated

property enable_sensing_updates: bool

[Read-Only] Enable Sensing Updates: If true, component will perform sensing updates. At runtime change this using SetSensingUpdatesEnabled().

Type:

(bool)

get_peripheral_vision_angle() float

Get Peripheral Vision Angle

Return type:

float

get_peripheral_vision_cosine() float

Get Peripheral Vision Cosine

Return type:

float

property hear_noises: bool

[Read-Write] Hear Noises: If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard. Default: true IMPORTANT NOTE: If we can see pawns (bSeePawns is true), and the pawn is visible, noise notifications are not triggered.

Type:

(bool)

property hearing_max_sound_age: float

[Read-Write] Hearing Max Sound Age: Max age of sounds we can hear. Should be greater than SensingInterval, or you might miss hearing some sounds!

Type:

(float)

property hearing_threshold: float

[Read-Write] Hearing Threshold: Max distance at which a makenoise(1.0) loudness sound can be heard, regardless of occlusion

Type:

(float)

property los_hearing_threshold: float

[Read-Write] LOSHearing Threshold: Max distance at which a makenoise(1.0) loudness sound can be heard if unoccluded (LOSHearingThreshold should be > HearingThreshold)

Type:

(float)

property on_hear_noise: HearNoiseDelegate

[Read-Write] On Hear Noise: Delegate to execute when we hear a noise from a Pawn’s PawnNoiseEmitterComponent.

Type:

(HearNoiseDelegate)

property on_see_pawn: SeePawnDelegate

[Read-Write] On See Pawn: Delegate to execute when we see a Pawn.

Type:

(SeePawnDelegate)

property only_sense_players: bool

[Read-Write] Only Sense Players: If true, will only sense player-controlled pawns in the world. Default: true

Type:

(bool)

property peripheral_vision_angle: float

[Read-Only] Peripheral Vision Angle: How far to the side AI can see, in degrees. Use SetPeripheralVisionAngle to change the value at runtime.

Type:

(float)

property see_pawns: bool

[Read-Write] See Pawns: If true, we will perform visibility tests and will trigger notifications when a Pawn is visible. Default: true

Type:

(bool)

property sensing_interval: float

[Read-Only] Sensing Interval: Amount of time between pawn sensing updates. Use SetSensingInterval() to adjust this at runtime. A value <= 0 prevents any updates.

Type:

(float)

set_peripheral_vision_angle(new_peripheral_vision_angle) None

Sets PeripheralVisionAngle. Calculates PeripheralVisionCosine from PeripheralVisionAngle

Parameters:

new_peripheral_vision_angle (float) –

set_sensing_interval(new_sensing_interval) None

Changes the SensingInterval. If we are currently waiting for an interval, this can either extend or shorten that interval. A value <= 0 prevents any updates.

Parameters:

new_sensing_interval (float) –

set_sensing_updates_enabled(enabled) None

Enables or disables sensing updates. The timer is reset in either case.

Parameters:

enabled (bool) –

property sight_counter_interval: float

‘sight_counter_interval’ was renamed to ‘sensing_interval’.

Type:

deprecated

property sight_radius: float

[Read-Write] Sight Radius: Maximum sight distance.

Type:

(float)