unreal.AISense_Sight

class unreal.AISense_Sight(outer: Object | None = None, name: Name | str = 'None')

Bases: AISense

AISense Sight

C++ Source:

  • Module: AIModule

  • File: AISense_Sight.h

Editor Properties: (see get_editor_property/set_editor_property)

  • auto_register_all_pawns_as_sources (bool): [Read-Write] If true all newly spawned pawns will get auto registered as source for this sense.

  • high_importance_query_distance_threshold (float): [Read-Write]

  • max_async_traces_per_tick (int32): [Read-Write] Maximum number of asynchronous traces that can be requested in a single update call

  • max_query_importance (float): [Read-Write]

  • max_time_slice_per_tick (double): [Read-Write]

  • max_traces_per_tick (int32): [Read-Write]

  • min_queries_per_time_slice_check (int32): [Read-Write]

  • notify_type (AISenseNotifyType): [Read-Write]

  • pending_queries_budget_reduction_ratio (float): [Read-Write] Defines the amount of async trace queries to prevent based on the number of pending queries at the start of an update. 1 means that the async trace budget is slashed by the pending queries count 0 means that the async trace budget is not impacted by the pending queries

  • sight_limit_query_importance (float): [Read-Write]

  • use_asynchronous_trace_for_default_sight_queries (bool): [Read-Write] Defines if we are allowed to use asynchronous trace queries when there is no IAISightTargetInterface for a Target

  • wants_new_pawn_notification (bool): [Read-Write] whether this sense is interested in getting notified about new Pawns being spawned

    this can be used for example for automated sense sources registration