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FAISightQuery::GetAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
Note: This should only be called on queries that are queued up for later processing (in SightQueriesOutOfRange or SightQueriesOutOfRange)
AIModule
float GetAge() const
[]
FAISightQuery::GetLastResult
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
bool GetLastResult() const
[]
FAISightQuery::OnProcessed
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void OnProcessed()
[]
FAISightQuery::RecalcScore
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
Note: This should only be called on queries that are queued up for later processing (in SightQueriesOutOfRange or SightQueriesOutOfRange)
AIModule
void RecalcScore()
[]
FAISightQuery::SetLastResult
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void SetLastResult ( const bool bValue )
[]
FAISightQuery::SetTraceInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
Note: This only be called for pending queries because it will erase the LastProcessedFrameNumber value
AIModule
void SetTraceInfo ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & TraceHandle )
[]
FAISightQuery::FAISightQuery
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FAISightQuery ( FPerceptionListenerID ListenerId, [FAISightTarget::FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) Target )
[]
FAISightQuery
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
struct FAISightQuery
[ { "type": "union FAISightQ...", "name": "@12343", "description": "" }, { "type": "uint64: 1", "name": "bLastResult", "description": "" }, { "type": "uint32: 1", "name": "bLastResult", "description": "" }, { "type": "FAISightQuery::...", "name": "FrameInfo", "description": "We can share the memory for these values because they aren't used at the same time :" }, { "type": "uint32", "name": "FrameNumber", "description": "" }, { "type": "float", "name": "Importance", "description": "" }, { "type": "uint32: 31", "name": "Index", "description": "" }, { "type": "uint64: 63", "name": "LastProcessedFrameNumber", "description": "" }, { "type": "FVector", "name": "LastSeenLocation", "description": "" }, { "type": "FPerceptionList...", "name": "ObserverId", "description": "" }, { "type": "float", "name": "Score", "description": "" }, { "type": "FAISightTarget:...", "name": "TargetId", "description": "" }, { "type": "FAISightQuery::...", "name": "TraceInfo", "description": "The 'FrameNumber' value can increase indefinitely while the 'Index' represents the number of queries that were already requested during this frame." }, { "type": "int32", "name": "UserData", "description": "User data that can be used inside the IAISightTargetInterface::CanBeSeenFrom method to store a persistence state" } ]
FAISightQueryID::FAISightQueryID
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FAISightQueryID ( const [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) & Query )
[]
FAISightQueryID::FAISightQueryID
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FAISightQueryID ( FPerceptionListenerID ListenerId, [FAISightTarget::FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) Target )
[]
FAISightQueryID
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
struct FAISightQueryID
[ { "type": "FPerceptionList...", "name": "ObserverId", "description": "" }, { "type": "FAISightTarget:...", "name": "TargetId", "description": "" } ]
FTargetId
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
typedef uint32 FTargetId
[]
FAISightTarget::GetLocationSimple
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FVector GetLocationSimple() const
[]
FAISightTarget::GetTargetActor
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetTargetActor() const
[]
InvalidTargetId
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
static const [FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) InvalidTargetId = FAISystem::InvalidUnsignedID;
[]
FAISightTarget::FAISightTarget
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FAISightTarget ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InTarget, [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) InTeamId )
[]
FAISightTarget
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
struct FAISightTarget
[ { "type": "IAISightTargetI...", "name": "SightTargetInterface", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "Target", "description": "" }, { "type": "FTargetId", "name": "TargetId", "description": "" }, { "type": "FGenericTeamId", "name": "TeamId", "description": "" } ]
FAIStimulus::AgeStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
false when this stimulus is no longer valid, when it is Expired
AIModule
bool AgeStimulus ( float ConstPerceptionAgingRate )
[]
FResult
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
enum FResult { SensingSucceeded, SensingFailed, }
[]
FAIStimulus::GetAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
float GetAge() const
[]
FAIStimulus::GetDebugDescription
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FString](API\Runtime\Core\Containers\FString) GetDebugDescription() const
[]
FAIStimulus::IsActive
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool IsActive() const
[]
FAIStimulus::IsExpired
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool IsExpired() const
[]
FAIStimulus::IsValid
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool IsValid() const
[]
FAIStimulus::MarkExpired
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void MarkExpired()
[]
FAIStimulus::MarkNoLongerSensed
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void MarkNoLongerSensed()
[]
NeverHappenedAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
static const float NeverHappenedAge = FLT_MAX;
[]
FAIStimulus::SetExpirationAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & SetExpirationAge ( float InExpirationAge )
[]
FAIStimulus::SetStimulusAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & SetStimulusAge ( float StimulusAge )
[]
FAIStimulus::SetWantsNotifyOnlyOnValueChange
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & SetWantsNotifyOnlyOnValueChange ( bool InEnable )
[]
FAIStimulus::WantsToNotifyOnlyOnPerceptionChange
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool WantsToNotifyOnlyOnPerceptionChange() const
[]
FAIStimulus::WasSuccessfullySensed
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool WasSuccessfullySensed() const
[]
FAIStimulus::FAIStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
Default constructor
AIModule
FAIStimulus()
[]
FAIStimulus::FAIStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
This is the recommended constructor. Use others if you know what you're doing.
AIModule
FAIStimulus ( const [UAISense](API\Runtime\AIModule\Perception\UAISense) & Sense, float StimulusStrength, const FVector & InStimulusLocation, const FVector & InReceiverLocation, [FResult](API\Runtime\AIModule\Perception\FAIStimulus\FResult) Result, [FName](API\Runtime\Core\UObject\FName) InStimulusTag )
[]
FAITeamStimulusEvent::CacheBroadcastLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
void CacheBroadcastLocation()
[]
FAIStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
struct FAIStimulus
[ { "type": "float", "name": "Age", "description": "" }, { "type": "uint32: 1", "name": "bExpired", "description": "This means the stimulus was originally created with a \"time limit\" and this time has passed." }, { "type": "uint32: 1", "name": "bSuccessfullySensed", "description": "" }, { "type": "uint32: 1", "name": "bWantsToNotifyOnlyOnValueChange", "description": "" }, { "type": "float", "name": "ExpirationAge", "description": "" }, { "type": "FVector", "name": "ReceiverLocation", "description": "" }, { "type": "FVector", "name": "StimulusLocation", "description": "" }, { "type": "float", "name": "Strength", "description": "" }, { "type": "FName", "name": "Tag", "description": "" }, { "type": "FAISenseID", "name": "Type", "description": "" } ]
FAITeamStimulusEvent::GetBroadcastLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
const FVector & GetBroadcastLocation() const
[]
FSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
typedef [UAISense_Team](API\Runtime\AIModule\Perception\UAISense_Team) FSenseClass
[]
FAITeamStimulusEvent::FAITeamStimulusEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
FAITeamStimulusEvent()
[]
FAITeamStimulusEvent::FAITeamStimulusEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
FAITeamStimulusEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InBroadcaster, [AActor](API\Runtime\Engine\GameFramework\AActor) * InEnemy, const FVector & InLastKnowLocation, float EventRange, float PassedInfoAge, float InStrength )
[]
FAITeamStimulusEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
struct FAITeamStimulusEvent
[ { "type": "TObjectPtr<AAc...", "name": "Enemy", "description": "" }, { "type": "float", "name": "InformationAge", "description": "" }, { "type": "FVector", "name": "LastKnowLocation", "description": "" }, { "type": "float", "name": "RangeSq", "description": "" }, { "type": "float", "name": "Strength", "description": "" }, { "type": "FGenericTeamId", "name": "TeamIdentifier", "description": "" } ]
FSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
typedef [UAISense_Touch](API\Runtime\AIModule\Perception\UAISense_Touch) FSenseClass
[]
FAITouchEvent::GetTouchedActorAsPerceptionListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
[IAIPerceptionListenerInterface](API\Runtime\AIModule\Perception\IAIPerceptionListenerInterface) * GetTouchedActorAsPerceptionListener() const
[]
FAITouchEvent::FAITouchEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
FAITouchEvent()
[]
FAITouchEvent::FAITouchEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
FAITouchEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InTouchReceiver, [AActor](API\Runtime\Engine\GameFramework\AActor) * InOtherActor, const FVector & EventLocation )
[]
FAITouchEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
struct FAITouchEvent
[ { "type": "FVector", "name": "Location", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "OtherActor", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "TouchReceiver", "description": "" } ]
FCanBeSeenFromContext
/Engine/Source/Runtime/AIModule/Classes/Perception/AISightTargetInterface.h
AIModule
struct FCanBeSeenFromContext
[ { "type": "const bool *...", "name": "bWasVisible", "description": "If available, it is the previous visibility state" }, { "type": "constAActor&#...", "name": "IgnoreActor", "description": "The actor to ignore when doing test" }, { "type": "FVector", "name": "ObserverLocation", "description": "The location of the observer" }, { "type": "FAISightQueryID", "name": "SightQueryID", "description": "The query identifier used by the delegate call to find the appropriate query" } ]
FListenerMap
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
typedef [TMap](API\Runtime\Core\Containers\TMap)< FPerceptionListenerID, [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) > FListenerMap
[]
FPerceptionChannelAllowList::AcceptChannel
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & AcceptChannel ( FAISenseID Channel )
[]
FPerceptionChannelAllowList::Clear
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void Clear()
[]
FPerceptionChannelAllowList::FConstIterator::FindNextAcceptedChannel
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void FindNextAcceptedChannel&40;&41;
[]
FPerceptionChannelAllowList::FConstIterator::operator bool
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
operator bool&40;&41; const
[]
FPerceptionChannelAllowList::FConstIterator::operator*
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
int32 operator&42;&40;&41; const
[]
FPerceptionChannelAllowList::FConstIterator::operator++
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void operator&43;&43;&40;&41;
[]
FPerceptionChannelAllowList::FConstIterator::FConstIterator
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
FConstIterator &40; const FPerceptionChannelAllowList & InAllowList &41;
[]
FConstIterator
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
struct FConstIterator
[]
FFlagsContainer
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
typedef int32 FFlagsContainer
[]
FPerceptionChannelAllowList::FilterOutChannel
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & FilterOutChannel ( FAISenseID Channel )
[]
FPerceptionChannelAllowList::GetAcceptedChannelsMask
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FFlagsContainer](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList\FFlagsContainer) GetAcceptedChannelsMask() const
[]
FPerceptionChannelAllowList::IsEmpty
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool IsEmpty() const
[]
FPerceptionChannelAllowList::MergeFilterIn
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & MergeFilterIn ( const [FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & OtherFilter )
[]
FPerceptionChannelAllowList::FPerceptionChannelAllowList
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
By default accept all
AIModule
FPerceptionChannelAllowList()
[]
FPerceptionChannelAllowList::ShouldRespondToChannel
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool ShouldRespondToChannel ( FAISenseID Channel ) const
[]
FPerceptionChannelAllowList
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
struct FPerceptionChannelAllowList
[ { "type": "FFlagsContainer", "name": "AcceptedChannelsMask", "description": "" } ]
FPerceptionListener::CacheLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void CacheLocation()
[]
FPerceptionListener::GetBodyActor
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
Returns pointer to the actor representing this listener's physical body
AIModule
const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetBodyActor() const
[]
FPerceptionListener::GetBodyActorName
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
[FName](API\Runtime\Core\UObject\FName) GetBodyActorName() const
[]
FPerceptionListener::GetBodyActorUniqueID
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
uint32 GetBodyActorUniqueID() const
[]
FPerceptionListener::GetListenerID
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
FPerceptionListenerID GetListenerID() const
[]
FPerceptionListener::GetTeamAgent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
const [IGenericTeamAgentInterface](API\Runtime\AIModule\IGenericTeamAgentInterface) * GetTeamAgent() const
[]
FPerceptionListener::HasAnyNewStimuli
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool HasAnyNewStimuli() const
[]
FPerceptionListener::HasSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool HasSense ( FAISenseID SenseID ) const
[]
NullListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
Used to remove "dead" listeners
AIModule
static const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) NullListener;
[]
FPerceptionListener::operator==
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool operator== ( const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * Other ) const
[]
FPerceptionListener::operator==
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool operator== ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Other ) const
[]
FPerceptionListener::ProcessStimuli
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void ProcessStimuli()
[]
FPerceptionListener::RegisterStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void RegisterStimulus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Source, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )
[]
FPerceptionListener::UpdateListenerProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
void UpdateListenerProperties ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )
[]
FPerceptionListener::FPerceptionListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
FPerceptionListener&40;&41;
[]
FPerceptionListener::FPerceptionListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
FPerceptionListener ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & InListener )
[]
FPerceptionListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
Should contain only cached information common to all senses. Sense-specific data needs to be stored by senses themselves
AIModule
struct FPerceptionListener
[ { "type": "FVector", "name": "CachedDirection", "description": "" }, { "type": "FVector", "name": "CachedLocation", "description": "" }, { "type": "FPerceptionChan...", "name": "Filter", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "Listener", "description": "" }, { "type": "FGenericTeamId", "name": "TeamIdentifier", "description": "" } ]
FPerceptionListenerCounter
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
struct FPerceptionListenerCounter : public [FAIBasicCounter< uint32 >](API\Runtime\AIModule\FAIBasicCounter)
[]
FPerceptionStimuliSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
struct FPerceptionStimuliSource
[ { "type": "FPerceptionChan...", "name": "RelevantSenses", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "SourceActor", "description": "" } ]
FPerceptionUpdatedDelegate
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
class FPerceptionUpdatedDelegate
[]
IAIPerceptionListenerInterface::GetPerceptionComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionListenerInterface.h
AIModule
virtual UAIPerceptionComponent &42; GetPerceptionComponent&40;&41;
[]
IAIPerceptionListenerInterface
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionListenerInterface.h
AIModule
class IAIPerceptionListenerInterface
[]
IAISightTargetInterface
/Engine/Source/Runtime/AIModule/Classes/Perception/AISightTargetInterface.h
AIModule
class IAISightTargetInterface
[]
UAIPerceptionComponent::AgeStimuli
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Returns true if, as result of stimuli aging, this listener needs an update (like if some stimuli expired)
AIModule
bool AgeStimuli ( const float ConstPerceptionAgingRate )
[]
UAIPerceptionComponent::BeginDestroy
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
AIModule
virtual void BeginDestroy()
[]
UAIPerceptionComponent::CleanUp
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Called to clean up on owner's end play or destruction
AIModule
virtual void CleanUp()
[]
UAIPerceptionComponent::ConfigureSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void ConfigureSense ( [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) & SenseConfig )
[]
UAIPerceptionComponent::DescribeSelfToVisLog
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
virtual void DescribeSelfToVisLog ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const
[]
FActorPerceptionContainer
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
typedef [TActorPerceptionContainer](API\Runtime\AIModule\Perception\UAIPerceptionComponent\TActorPerceptionContainer) FActorPerceptionContainer
[]
UAIPerceptionComponent::ForgetActor
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void ForgetActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToForget )
[]
UAIPerceptionComponent::FStimulusToProcess::FStimulusToProcess
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FStimulusToProcess &40; AActor &42; InSource, const FAIStimulus & InStimulus &41;
[]
UAIPerceptionComponent::ForgetAll
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Basically cleans up PerceptualData, resulting in loss of all previous perception
AIModule
void ForgetAll()
[]
FStimulusToProcess
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
struct FStimulusToProcess
[ { "type": "TObjectKey<AAc...", "name": "Source", "description": "" }, { "type": "FAIStimulus", "name": "Stimulus", "description": "" } ]
UAIPerceptionComponent::GetActorInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) * GetActorInfo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) const
[]
UAIPerceptionComponent::GetActorLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FVector GetActorLocation ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) const
[]
UAIPerceptionComponent::GetActorsPerception
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Retrieves whatever has been sensed about given actor
AIModule
bool GetActorsPerception ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FActorPerceptionBlueprintInfo](API\Runtime\AIModule\Perception\FActorPerceptionBlueprintInfo) & Info )
[]