ComputeVisibility ( UWorld* World, FAISightQuery& SightQuery, FPerceptionListener& Listener, const AActor* ListenerActor, FAISightTarget& Target, AActor* TargetActor, const FDigestedSightProperties& Pr..., float& OutStimulusStrength, FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerform..., int32& OutNumberOfAsyncLosCheckReq... )