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UAIPerceptionComponent::GetCurrentlyPerceivedActors
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
If SenseToUse is none all actors currently perceived in any way will get fetched
AIModule
void GetCurrentlyPerceivedActors ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToUse, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const
[]
UAIPerceptionComponent::GetBodyActor
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetBodyActor() const
[]
UAIPerceptionComponent::GetDominantSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetDominantSense() const
[]
UAIPerceptionComponent::GetFreshestTrace
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Will stop on first age 0 stimulus
AIModule
const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) * GetFreshestTrace ( const FAISenseID Sense ) const
[]
UAIPerceptionComponent::GetHostileActors
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
virtual void GetHostileActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const
[]
UAIPerceptionComponent::GetHostileActorsBySense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void GetHostileActorsBySense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToFilterBy, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const
[]
UAIPerceptionComponent::GetListenerId
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FPerceptionListenerID GetListenerId() const
[]
UAIPerceptionComponent::GetKnownPerceivedActors
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
If SenseToUse is none all actors ever perceived in any way (and not forgotten yet) will get fetched
AIModule
void GetKnownPerceivedActors ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToUse, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const
[]
UAIPerceptionComponent::GetDominantSenseID
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FAISenseID GetDominantSenseID() const
[]
UAIPerceptionComponent::GetFilteredActors
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Retrieves all actors in PerceptualData matching the predicate. whether dead data (invalid actors) have been found while iterating over PerceptualData
AIModule
bool GetFilteredActors ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) &)> Predicate, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const
[]
UAIPerceptionComponent::GetLocationAndDirection
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void GetLocationAndDirection ( FVector & Location, FVector & Direction ) const
[]
UAIPerceptionComponent::GetMutableBodyActor
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetMutableBodyActor()
[]
UAIPerceptionComponent::GetPerceivedHostileActorsBySense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void GetPerceivedHostileActorsBySense ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToUse, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const
[]
UAIPerceptionComponent::GetPerceivedHostileActors
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void GetPerceivedHostileActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const
[]
UAIPerceptionComponent::GetPerceptualDataConstIterator
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FActorPerceptionContainer::TConstIterator GetPerceptualDataConstIterator() const
[]
UAIPerceptionComponent::GetPerceptionFilter
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
const [FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) GetPerceptionFilter() const
[]
UAIPerceptionComponent::GetPerceptualData
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
[FActorPerceptionContainer](API\Runtime\AIModule\Perception\UAIPerceptionComponent\FActorPerceptionContainer) & GetPerceptualData()
[]
UAIPerceptionComponent::GetPerceptualData
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
const [FActorPerceptionContainer](API\Runtime\AIModule\Perception\UAIPerceptionComponent\FActorPerceptionContainer) & GetPerceptualData() const
[]
UAIPerceptionComponent::GetPerceptualDataIterator
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FActorPerceptionContainer::TIterator GetPerceptualDataIterator()
[]
UAIPerceptionComponent::GetSenseConfig
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
[UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * GetSenseConfig ( const FAISenseID & SenseID )
[]
UAIPerceptionComponent::GetSenseConfig
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
const [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * GetSenseConfig ( const FAISenseID & SenseID ) const
[]
UAIPerceptionComponent::GetSensesConfigIterator
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
[TAISenseConfigConstIterator](API\Runtime\AIModule\Perception\UAIPerceptionComponent\TAISenseConfigCo-) GetSensesConfigIterator() const
[]
UAIPerceptionComponent::GetTeamIdentifier
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
[FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) GetTeamIdentifier() const
[]
UAIPerceptionComponent::GetYoungestStimulusAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
float GetYoungestStimulusAge ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const
[]
UAIPerceptionComponent::HasActiveStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
bool HasActiveStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source, FAISenseID Sense ) const
[]
UAIPerceptionComponent::HandleExpiredStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
No need to call super implementation, it's there just for some validity checking
AIModule
virtual void HandleExpiredStimulus ( [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & StimulusStore )
[]
UAIPerceptionComponent::HasAnyActiveStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
bool HasAnyActiveStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const
[]
UAIPerceptionComponent::HasAnyCurrentStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
bool HasAnyCurrentStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const
[]
InitialStimuliToProcessArraySize
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
static const int32 InitialStimuliToProcessArraySize = 10;
[]
UAIPerceptionComponent::OnRegister
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.
AIModule
virtual void OnRegister()
[]
UAIPerceptionComponent::OnUnregister
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.
AIModule
virtual void OnUnregister()
[]
UAIPerceptionComponent::OnOwnerEndPlay
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void OnOwnerEndPlay ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )
[]
UAIPerceptionComponent::PostInitProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
AIModule
virtual void PostInitProperties()
[]
UAIPerceptionComponent::ProcessStimuli
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void ProcessStimuli()
[]
UAIPerceptionComponent::RefreshStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Updates the stimulus entry in StimulusStore, if NewStimulus is more recent or stronger
AIModule
virtual void RefreshStimulus ( [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & StimulusStore, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & NewStimulus )
[]
UAIPerceptionComponent::RegisterStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void RegisterStimulus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Source, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )
[]
UAIPerceptionComponent::RemoveDeadData
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void RemoveDeadData()
[]
UAIPerceptionComponent::SetDominantSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
void SetDominantSense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > InDominantSense )
[]
UAIPerceptionComponent::SetSenseEnabled
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Note that this works only if given sense has been already configured for this component instance
AIModule
void SetSenseEnabled ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass, const bool bEnable )
[]
UAIPerceptionComponent::RequestStimuliListenerUpdate
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Notifies AIPerceptionSystem to update properties for this "stimuli listener"
AIModule
void RequestStimuliListenerUpdate()
[]
TActorPerceptionContainer
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
typedef [TMap](API\Runtime\Core\Containers\TMap)< [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< [AActor](API\Runtime\Engine\GameFramework\AActor) >, [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) > TActorPerceptionContainer
[]
TAISenseConfigConstIterator
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
typedef [TArray](API\Runtime\Core\Containers\TArray)< [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * >::TConstIterator TAISenseConfigConstIterator
[]
UAIPerceptionComponent::UpdatePerceptionAllowList
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Allows toggling senses on and off
AIModule
void UpdatePerceptionAllowList ( const FAISenseID Channel, const bool bNewValue )
[]
UAIPerceptionComponent::UpdatePerceptionWhitelist
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Deprecated* Use UpdatePerceptionAllowList instead
AIModule
void UpdatePerceptionWhitelist ( const FAISenseID Channel, const bool bNewValue )
[]
UAIPerceptionComponent::UAIPerceptionComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
UAIPerceptionComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIPerceptionComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched)
AIModule
class UAIPerceptionComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
[ { "type": "TObjectPtr<AAI...", "name": "AIOwner", "description": "" }, { "type": "TSubclassOf<UA...", "name": "DominantSense", "description": "Indicated sense that takes precedence over other senses when determining sensed actor's location." }, { "type": "FAISenseID", "name": "DominantSenseID", "description": "" }, { "type": "TArray< float >", "name": "MaxActiveAge", "description": "Max age of stimulus to consider it \"active\" (e.g. target is visible)" }, { "type": "FPerceptionUpda...", "name": "OnPerceptionUpdated", "description": "Might want to move these to special \"BP_AIPerceptionComponent\"." }, { "type": "FActorPerceptio...", "name": "OnTargetPerceptionForgotten", "description": "Notifies all bound delegates that the perception info has been forgotten for a given target." }, { "type": "FActorPerceptio...", "name": "OnTargetPerceptionInfoUpdated", "description": "Notifies all bound objects that perception info has been updated for a given target." }, { "type": "FActorPerceptio...", "name": "OnTargetPerceptionUpdated", "description": "Notifies all bound objects that perception info has been updated for a given target." }, { "type": "FPerceptionChan...", "name": "PerceptionFilter", "description": "" }, { "type": "TArray<TObject...", "name": "SensesConfig", "description": "" }, { "type": "TArray<FStimul...", "name": "StimuliToProcess", "description": "" } ]
UAIPerceptionListenerInterface
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionListenerInterface.h
AIModule
class UAIPerceptionListenerInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UAIPerceptionListenerInterface::UAIPerceptionListenerInterface
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionListenerInterface.h
AIModule
UAIPerceptionListenerInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIPerceptionStimuliSourceComponent::OnRegister
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.
AIModule
virtual void OnRegister()
[]
UAIPerceptionStimuliSourceComponent::PostEditChangeProperty
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
Called when a property on this object has been modified externally
AIModule
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAIPerceptionStimuliSourceComponent::RegisterForSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
Registers owning actor as source for specified sense class
AIModule
void RegisterForSense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass )
[]
UAIPerceptionStimuliSourceComponent::RegisterWithPerceptionSystem
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
Registers owning actor as source of stimuli for senses specified in RegisterAsSourceForSenses. Note that you don't have to do it if bAutoRegisterAsSource == true
AIModule
void RegisterWithPerceptionSystem()
[]
UAIPerceptionStimuliSourceComponent::UnregisterFromPerceptionSystem
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
Unregister owning actor from being a source of sense stimuli
AIModule
void UnregisterFromPerceptionSystem()
[]
UAIPerceptionStimuliSourceComponent::UnregisterFromSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
Unregisters owning actor from sources list of a specified sense class
AIModule
void UnregisterFromSense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass )
[]
UAIPerceptionStimuliSourceComponent::UAIPerceptionStimuliSourceComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
AIModule
UAIPerceptionStimuliSourceComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIPerceptionStimuliSourceComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionStimuliSourceComponent.h
Gives owning actor a way to auto-register as perception system's sense stimuli source
AIModule
class UAIPerceptionStimuliSourceComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
[ { "type": "uint32: 1", "name": "bAutoRegisterAsSource", "description": "" }, { "type": "uint32: 1", "name": "bSuccessfullyRegistered", "description": "" }, { "type": "TArray<TSubcla...", "name": "RegisterAsSourceForSenses", "description": "" } ]
UAIPerceptionSystem::AgeStimuli
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
MarkForStimulusProcessing)
AIModule
bool AgeStimuli ( const float Amount )
[]
UAIPerceptionSystem::DeliverDelayedStimuli
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Sorts DelayedStimuli and delivers all the ones that are no longer "in the future" true if any stimuli has become "current" stimuli (meaning being no longer in future)
AIModule
bool DeliverDelayedStimuli ( [EDelayedStimulusSorting](API\Runtime\AIModule\Perception\UAIPerceptionSystem\EDelayedStimulusSorting) Sorting )
[]
EDelayedStimulusSorting
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
enum EDelayedStimulusSorting { RequiresSorting, NoNeedToSort, }
[]
FDelayedStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
struct FDelayedStimulus
[ { "type": "double", "name": "DeliveryTimestamp", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "Instigator", "description": "" }, { "type": "FPerceptionList...", "name": "ListenerId", "description": "" }, { "type": "FAIStimulus", "name": "Stimulus", "description": "" } ]
UAIPerceptionSystem::FPerceptionSourceRegistration::FPerceptionSourceRegistration
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
FPerceptionSourceRegistration &40; FAISenseID InSenseID, AActor &42; SourceActor &41;
[]
UAIPerceptionSystem::FPerceptionSourceRegistration::operator==
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
bool operator&61;&61; &40; const FPerceptionSourceRegistration & Other &41; const
[]
FPerceptionSourceRegistration
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
struct FPerceptionSourceRegistration
[ { "type": "FAISenseID", "name": "SenseID", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "Source", "description": "" } ]
UAIPerceptionSystem::GetCurrent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
static [UAIPerceptionSystem](API\Runtime\AIModule\Perception\UAIPerceptionSystem) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UAIPerceptionSystem::GetCurrent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
static [UAIPerceptionSystem](API\Runtime\AIModule\Perception\UAIPerceptionSystem) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )
[]
UAIPerceptionSystem::GetListenersMap
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
[AIPerception::FListenerMap](API\Runtime\AIModule\Perception\FListenerMap) & GetListenersMap()
[]
UAIPerceptionSystem::GetSenseClassForStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseClassForStimulus ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )
[]
UAIPerceptionSystem::GetStatId
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Return the stat id to use for this tickable
AIModule
virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const
[]
UAIPerceptionSystem::IsSenseInstantiated
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
bool IsSenseInstantiated ( const FAISenseID & SenseID ) const
[]
UAIPerceptionSystem::MakeNoiseImpl
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
static void MakeNoiseImpl ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NoiseMaker, float Loudness, [APawn](API\Runtime\Engine\GameFramework\APawn) * NoiseInstigator, const FVector & NoiseLocation, float MaxRange, [FName](API\Runtime\Core\UObject\FName) Tag )
[]
UAIPerceptionSystem::OnEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
template<typename FEventClass, typename FSenseClass> void OnEvent ( const FEventClass & Event )
[]
UAIPerceptionSystem::OnEventsBatch
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
template<typename FEventClass, typename FSenseClass> void OnEventsBatch ( const [TArray](API\Runtime\Core\Containers\TArray)< FEventClass > & Events )
[]
UAIPerceptionSystem::OnListenerConfigUpdated
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void OnListenerConfigUpdated ( FAISenseID SenseID, const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )
[]
UAIPerceptionSystem::OnListenerForgetsActor
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void OnListenerForgetsActor ( const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener, [AActor](API\Runtime\Engine\GameFramework\AActor) & ActorToForget )
[]
UAIPerceptionSystem::OnListenerForgetsAll
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void OnListenerForgetsAll ( const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )
[]
UAIPerceptionSystem::OnListenerRemoved
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void OnListenerRemoved ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )
[]
UAIPerceptionSystem::OnNewListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void OnNewListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener )
[]
UAIPerceptionSystem::OnListenerUpdate
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void OnListenerUpdate ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )
[]
UAIPerceptionSystem::OnNewPawn
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn )
[]
UAIPerceptionSystem::OnPerceptionStimuliSourceEndPlay
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void OnPerceptionStimuliSourceEndPlay ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )
[]
UAIPerceptionSystem::PerformSourceRegistration
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void PerformSourceRegistration()
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UAIPerceptionSystem::RegisterDelayedStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void RegisterDelayedStimulus ( FPerceptionListenerID ListenerId, float Delay, [AActor](API\Runtime\Engine\GameFramework\AActor) * Instigator, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )
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UAIPerceptionSystem::OnEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
template<typename FEventClass, typename FSenseClass> static void OnEvent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FEventClass & Event )
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UAIPerceptionSystem::RegisterAllPawnsAsSourcesForSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Iterates over all pawns and registeres them as a source for sense indicated by SenseID. Note that this will be performed only for senses that request that (seeUAISense.bAutoRegisterAllPawnsAsSources).
AIModule
virtual void RegisterAllPawnsAsSourcesForSense ( FAISenseID SenseID )
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UAIPerceptionSystem::RegisterPerceptionStimuliSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
static bool RegisterPerceptionStimuliSource ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > Sense, [AActor](API\Runtime\Engine\GameFramework\AActor) * Target )
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UAIPerceptionSystem::RegisterSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
FAISenseID RegisterSenseClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass )
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UAIPerceptionSystem::RegisterSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Registers a source of given sense's stimuli
AIModule
template<typename FSenseClass> void RegisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor )
[]
UAIPerceptionSystem::RegisterSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Registers given actor as a source for all registered senses
AIModule
void RegisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor )
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UAIPerceptionSystem::RegisterSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Requests registration of a given actor as a perception data source for specified sense
AIModule
void RegisterSource ( FAISenseID SenseID, [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor )
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UAIPerceptionSystem::RegisterSourceForSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void RegisterSourceForSenseClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > Sense, [AActor](API\Runtime\Engine\GameFramework\AActor) & Target )
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UAIPerceptionSystem::ReportPerceptionEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
static void ReportPerceptionEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) * PerceptionEvent )
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UAIPerceptionSystem::ReportEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void ReportEvent ( [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) * PerceptionEvent )
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UAIPerceptionSystem::StartPlay
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
virtual void StartPlay()
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UAIPerceptionSystem::Tick
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
FTickableGameObjectbegin.
AIModule
virtual void Tick ( float DeltaTime )
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UAIPerceptionSystem::UnregisterListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
void UnregisterListener ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )
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UAIPerceptionSystem::UnregisterSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Unregisters given actor from the list of active stimuli sources
AIModule
void UnregisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > Sense )
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UAIPerceptionSystem::UpdateListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Registers listener if not registered
AIModule
void UpdateListener ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )
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UAIPerceptionSystem::UAIPerceptionSystem
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
AIModule
UAIPerceptionSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UAIPerceptionSystem
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h
Bydesign checks perception between hostile teams
AIModule
class UAIPerceptionSystem : public [UAISubsystem](API\Runtime\AIModule\UAISubsystem)
[ { "type": "uint32: 1", "name": "bHandlePawnNotification", "description": "" }, { "type": "TArray<FDelaye...", "name": "DelayedStimuli", "description": "" }, { "type": "AIPerception::F...", "name": "ListenerContainer", "description": "" }, { "type": "double", "name": "NextStimuliAgingTick", "description": "Timestamp of the next stimuli aging" }, { "type": "float", "name": "PerceptionAgingRate", "description": "" }, { "type": "TMap< constAAc...", "name": "RegisteredStimuliSources", "description": "Not a UPROPERTY on purpose so that we have a control over when stuff gets removed from the map" }, { "type": "TArray<TObject...", "name": "Senses", "description": "" }, { "type": "TArray<FPercep...", "name": "SourcesToRegister", "description": "" }, { "type": "FActorEndPlaySi...", "name": "StimuliSourceEndPlayDelegate", "description": "" } ]
UAISense::ForceSenseID
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
To be called only for BP-generated classes
AIModule
void ForceSenseID ( FAISenseID SenseID )
[]