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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 | [] |
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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 | [] |
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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 | [] |
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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 | [] |
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UAIPerceptionComponent::GetListenerId | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | FPerceptionListenerID GetListenerId() const | [] |
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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 | [] |
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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 | [] |
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UAIPerceptionComponent::GetMutableBodyActor | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | [AActor](API\Runtime\Engine\GameFramework\AActor) * GetMutableBodyActor() | [] |
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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 | [] |
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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 | [] |
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UAIPerceptionComponent::GetPerceptualDataConstIterator | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | FActorPerceptionContainer::TConstIterator GetPerceptualDataConstIterator() const | [] |
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UAIPerceptionComponent::GetPerceptionFilter | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | const [FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) GetPerceptionFilter() const | [] |
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UAIPerceptionComponent::GetPerceptualData | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | [FActorPerceptionContainer](API\Runtime\AIModule\Perception\UAIPerceptionComponent\FActorPerceptionContainer) & GetPerceptualData() | [] |
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UAIPerceptionComponent::GetPerceptualData | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | const [FActorPerceptionContainer](API\Runtime\AIModule\Perception\UAIPerceptionComponent\FActorPerceptionContainer) & GetPerceptualData() const | [] |
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UAIPerceptionComponent::GetPerceptualDataIterator | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | FActorPerceptionContainer::TIterator GetPerceptualDataIterator() | [] |
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UAIPerceptionComponent::GetSenseConfig | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * GetSenseConfig ( const FAISenseID & SenseID ) | [] |
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UAIPerceptionComponent::GetSenseConfig | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | const [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * GetSenseConfig ( const FAISenseID & SenseID ) const | [] |
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UAIPerceptionComponent::GetSensesConfigIterator | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | [TAISenseConfigConstIterator](API\Runtime\AIModule\Perception\UAIPerceptionComponent\TAISenseConfigCo-) GetSensesConfigIterator() const | [] |
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UAIPerceptionComponent::GetTeamIdentifier | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) GetTeamIdentifier() const | [] |
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UAIPerceptionComponent::GetYoungestStimulusAge | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | float GetYoungestStimulusAge ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const | [] |
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UAIPerceptionComponent::HasActiveStimulus | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | bool HasActiveStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source, FAISenseID Sense ) const | [] |
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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 | [] |
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UAIPerceptionComponent::HasAnyCurrentStimulus | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | bool HasAnyCurrentStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const | [] |
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InitialStimuliToProcessArraySize | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | static const int32 InitialStimuliToProcessArraySize = 10; | [] |
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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 ) | [] |
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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() | [] |
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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 ) | [] |
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UAIPerceptionComponent::RemoveDeadData | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h | AIModule | void RemoveDeadData() | [] |
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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 ) | [] |
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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 | [] |
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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 | [] |
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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 ) | [] |
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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) | [] |
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UAIPerceptionListenerInterface::UAIPerceptionListenerInterface | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionListenerInterface.h | AIModule | UAIPerceptionListenerInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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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 ) | [] |
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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, } | [] |
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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; | [] |
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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 ) | [] |
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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 ) | [] |
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UAIPerceptionSystem::GetListenersMap | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | [AIPerception::FListenerMap](API\Runtime\AIModule\Perception\FListenerMap) & GetListenersMap() | [] |
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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 ) | [] |
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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 | [] |
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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 ) | [] |
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UAIPerceptionSystem::OnEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | template<typename FEventClass, typename FSenseClass> void OnEvent ( const FEventClass & Event ) | [] |
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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 ) | [] |
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UAIPerceptionSystem::OnListenerConfigUpdated | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | void OnListenerConfigUpdated ( FAISenseID SenseID, const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener ) | [] |
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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 ) | [] |
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UAIPerceptionSystem::OnListenerForgetsAll | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | void OnListenerForgetsAll ( const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener ) | [] |
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UAIPerceptionSystem::OnListenerRemoved | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | void OnListenerRemoved ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
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UAIPerceptionSystem::OnNewListener | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | void OnNewListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener ) | [] |
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UAIPerceptionSystem::OnListenerUpdate | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | void OnListenerUpdate ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
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UAIPerceptionSystem::OnNewPawn | /Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h | AIModule | virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn ) | [] |
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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 ) | [] |
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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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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