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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 ) | [] |
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UAIPerceptionComponent::DescribeSelfToVisLog | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | virtual void DescribeSelfToVisLog ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const | [] |
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FActorPerceptionContainer | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | typedef [TActorPerceptionContainer](API\Runtime\AIModule\Perception\UAIPerceptionComponent\TActorPerceptionContainer) FActorPerceptionContainer | [] |
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UAIPerceptionComponent::ForgetActor | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | void ForgetActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToForget ) | [] |
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UAIPerceptionComponent::FStimulusToProcess::FStimulusToProcess | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | FStimulusToProcess &40; AActor &42; InSource, const FAIStimulus & InStimulus &41; | [] |
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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 | [] |
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UAIPerceptionComponent::GetActorLocation | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | FVector GetActorLocation ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) const | [] |
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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 ) | [] |
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