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UAISense::GetListeners | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | Returning pointer rather then a reference to prevent users from accidentally creating copies by creating non-reference local vars | AIModule | [AIPerception::FListenerMap](API\Runtime\AIModule\Perception\FListenerMap) * GetListeners() | [] |
UAISense::GetPerceptionSystem | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | [UAIPerceptionSystem](API\Runtime\AIModule\Perception\UAIPerceptionSystem) * GetPerceptionSystem() | [] |
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UAISense::GetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | FAISenseID GetSenseID() const | [] |
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UAISense::GetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | template<typename TSense> static FAISenseID GetSenseID() | [] |
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UAISense::GetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | static FAISenseID GetSenseID ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass ) | [] |
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UAISense::GetWorld | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const | [] |
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UAISense::HardcodeSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | Use with caution! Needs to be called before any senses get instantiated or listeners registered. DOES NOT update any perceptions system instances | AIModule | static void HardcodeSenseID ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass, FAISenseID HardcodedID ) | [] |
UAISense::NeedsNotificationOnForgetting | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | bool NeedsNotificationOnForgetting() const | [] |
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UAISense::OnListenerForgetsActor | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | virtual void OnListenerForgetsActor ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, [AActor](API\Runtime\Engine\GameFramework\AActor) & ActorToForget ) | [] |
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UAISense::OnListenerConfigUpdated | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | virtual void OnListenerConfigUpdated ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
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UAISense::OnListenerForgetsAll | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | virtual void OnListenerForgetsAll ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener ) | [] |
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UAISense::OnListenerRemoved | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | void OnListenerRemoved ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & RemovedListener ) | [] |
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UAISense::OnListenerUpdate | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | void OnListenerUpdate ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
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UAISense::OnNewListener | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | void OnNewListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener ) | [] |
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UAISense::OnNewPawn | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | Gets called when perception system gets notified about new spawned pawn. : do not call super implementation. It's used to detect when subclasses don't override it | AIModule | virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & NewPawn ) | [] |
UAISense::PostInitProperties | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.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() | [] |
UAISense::ProgressTime | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | should this sense be ticked now | AIModule | bool ProgressTime ( float DeltaSeconds ) | [] |
UAISense::RegisterSource | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | Virtual void RegisterSources(TArraySourceActors) {} | AIModule | virtual void RegisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActors ) | [] |
UAISense::RegisterWrappedEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | virtual void RegisterWrappedEvent ( [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) & PerceptionEvent ) | [] |
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UAISense::RequestImmediateUpdate | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | Will result in updating as soon as possible | AIModule | void RequestImmediateUpdate() | [] |
UAISense::RequestUpdateInSeconds | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | Will result in updating in specified number of seconds | AIModule | void RequestUpdateInSeconds ( float UpdateInSeconds ) | [] |
UAISense::SetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | void SetSenseID ( FAISenseID Index ) | [] |
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UAISense::ShouldAutoRegisterAllPawnsAsSources | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | bool ShouldAutoRegisterAllPawnsAsSources() const | [] |
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SuspendNextUpdate | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | static const float SuspendNextUpdate = FLT_MAX; | [] |
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UAISense::Tick | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | void Tick() | [] |
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UAISense::UnregisterSource | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | virtual void UnregisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActors ) | [] |
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UAISense::Update | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | time until next update | AIModule | virtual float Update() | [] |
UAISense::UpdateSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | virtual FAISenseID UpdateSenseID() | [] |
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UAISense::WantsNewPawnNotification | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | bool WantsNewPawnNotification() const | [] |
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UAISense::WantsUpdateOnlyOnPerceptionValueChange | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | bool WantsUpdateOnlyOnPerceptionValueChange() const | [] |
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UAISense::UAISense | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | UAISense ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISense | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h | AIModule | class UAISense : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "uint32: 1",
"name": "bAutoRegisterAllPawnsAsSources",
"description": "If true all newly spawned pawns will get auto registered as source for this sense."
},
{
"type": "uint32: 1",
"name": "bNeedsForgettingNotification",
"description": "This sense has some internal logic that requires it to be notified when a listener wants to forget an actor"
},
{
"type": "uint32: 1",
"name": "bWantsNewPawnNotification",
"description": "Whether this sense is interested in getting notified about new Pawns being spawned this can be used for example for automated sense sources registration"
},
{
"type": "EAISenseNotifyT...",
"name": "NotifyType",
"description": ""
},
{
"type": "FOnPerceptionLi...",
"name": "OnListenerRemovedDelegate",
"description": "Called when aFPerceptionListeneris removed from AIPerceptionSystem"
},
{
"type": "FOnPerceptionLi...",
"name": "OnListenerUpdateDelegate",
"description": "Called when a registeredFPerceptionListenerchanges"
},
{
"type": "FOnPerceptionLi...",
"name": "OnNewListenerDelegate",
"description": "Called when a newFPerceptionListenerregisters with AIPerceptionSystem"
},
{
"type": "friend",
"name": "UAIPerceptionSystem",
"description": ""
}
] |
|
UAISenseBlueprintListener | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseBlueprintListener.h | AIModule | class UAISenseBlueprintListener : public [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) | [] |
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UAISenseConfig::GetDebugColor | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | [FColor](API\Runtime\Core\Math\FColor) GetDebugColor() const | [] |
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UAISenseConfig::GetMaxAge | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | float GetMaxAge() const | [] |
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UAISenseConfig::GetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | FAISenseID GetSenseID() const | [] |
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UAISenseConfig::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
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UAISenseConfig::IsEnabled | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | bool IsEnabled() const | [] |
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UAISenseConfig::SetMaxAge | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | void SetMaxAge ( const float NewMaxAge ) | [] |
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UAISenseConfig::UAISenseConfig | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | UAISenseConfig ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISenseConfig::GetSenseName | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | [FString](API\Runtime\Core\Containers\FString) GetSenseName() const | [] |
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UAISenseConfig | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h | AIModule | class UAISenseConfig : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "uint32: 1",
"name": "bStartsEnabled",
"description": "Determines whether given sense starts in an enabled state"
},
{
"type": "FString",
"name": "CachedSenseName",
"description": "Name of sense"
},
{
"type": "FColor",
"name": "DebugColor",
"description": ""
},
{
"type": "float",
"name": "MaxAge",
"description": "Specifies age limit after stimuli generated by this sense become forgotten. 0 means \"never\""
}
] |
|
UAISenseConfig_Blueprint::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Blueprint.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
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UAISenseConfig_Blueprint::UAISenseConfig_Blueprint | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Blueprint.h | AIModule | UAISenseConfig_Blueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISenseConfig_Blueprint | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Blueprint.h | AIModule | class UAISenseConfig_Blueprint : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) | [
{
"type": "TSubclassOf<UA...",
"name": "Implementation",
"description": ""
}
] |
|
UAISenseConfig_Damage::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Damage.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
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UAISenseConfig_Damage::UAISenseConfig_Damage | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Damage.h | AIModule | UAISenseConfig_Damage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISenseConfig_Damage | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Damage.h | AIModule | class UAISenseConfig_Damage : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) | [
{
"type": "TSubclassOf<UA...",
"name": "Implementation",
"description": ""
}
] |
|
UAISenseConfig_Hearing::UAISenseConfig_Hearing | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Hearing.h | AIModule | UAISenseConfig_Hearing ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISenseConfig_Hearing::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Hearing.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
|
UAISenseConfig_Hearing | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Hearing.h | AIModule | class UAISenseConfig_Hearing : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) | [
{
"type": "FAISenseAffilia...",
"name": "DetectionByAffiliation",
"description": ""
},
{
"type": "float",
"name": "HearingRange",
"description": ""
},
{
"type": "TSubclassOf<UA...",
"name": "Implementation",
"description": ""
}
] |
|
UAISenseConfig_Prediction::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Prediction.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
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UAISenseConfig_Prediction::UAISenseConfig_Prediction | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Prediction.h | AIModule | UAISenseConfig_Prediction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISenseConfig_Prediction | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Prediction.h | AIModule | class UAISenseConfig_Prediction : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) | [] |
|
UAISenseConfig_Sight::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Sight.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
|
UAISenseConfig_Sight::PostEditChangeChainProperty | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Sight.h | This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified. | AIModule | virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent ) | [] |
UAISenseConfig_Sight::UAISenseConfig_Sight | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Sight.h | AIModule | UAISenseConfig_Sight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UAISenseConfig_Sight | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Sight.h | AIModule | class UAISenseConfig_Sight : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) | [
{
"type": "float",
"name": "AutoSuccessRangeFromLastSeenLocation",
"description": "If not an InvalidRange (which is the default), we will always be able to see the target that has already been seen if they are within this range of their last seen location."
},
{
"type": "FAISenseAffilia...",
"name": "DetectionByAffiliation",
"description": ""
},
{
"type": "TSubclassOf<UA...",
"name": "Implementation",
"description": ""
},
{
"type": "float",
"name": "LoseSightRadius",
"description": "Maximum sight distance to see target that has been already seen."
},
{
"type": "float",
"name": "NearClippingRadius",
"description": "Near clipping distance, to be used with point of view backward offset."
},
{
"type": "float",
"name": "PeripheralVisionAngleDegrees",
"description": "How far to the side AI can see, in degrees."
},
{
"type": "float",
"name": "PointOfViewBackwardOffset",
"description": "Point of view move back distance for cone calculation."
},
{
"type": "float",
"name": "SightRadius",
"description": "Maximum sight distance to notice a target."
}
] |
|
UAISenseConfig_Team::UAISenseConfig_Team | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Team.h | AIModule | UAISenseConfig_Team ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UAISenseConfig_Team::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Team.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
|
UAISenseConfig_Team | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Team.h | AIModule | class UAISenseConfig_Team : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) | [] |
|
UAISenseConfig_Touch::GetSenseImplementation | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Touch.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const | [] |
|
UAISenseConfig_Touch::UAISenseConfig_Touch | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Touch.h | AIModule | UAISenseConfig_Touch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISenseConfig_Touch | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Touch.h | AIModule | class UAISenseConfig_Touch : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) | [] |
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UAISenseEvent::DrawToVLog | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent.h | AIModule | virtual void DrawToVLog ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & LogOwner ) const | [] |
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UAISenseEvent::GetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent.h | AIModule | virtual FAISenseID GetSenseID() const | [] |
|
UAISenseEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent.h | AIModule | class UAISenseEvent : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [] |
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UAISenseEvent_Damage::GetDamageEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Damage.h | AIModule | [FAIDamageEvent](API\Runtime\AIModule\Perception\FAIDamageEvent) GetDamageEvent() | [] |
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UAISenseEvent_Damage::GetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Damage.h | AIModule | virtual FAISenseID GetSenseID() const | [] |
|
UAISenseEvent_Damage | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Damage.h | AIModule | class UAISenseEvent_Damage : public [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) | [
{
"type": "FAIDamageEvent",
"name": "Event",
"description": ""
}
] |
|
UAISenseEvent_Hearing::GetNoiseEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Hearing.h | AIModule | [FAINoiseEvent](API\Runtime\AIModule\Perception\FAINoiseEvent) GetNoiseEvent() | [] |
|
UAISenseEvent_Hearing::GetSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Hearing.h | AIModule | virtual FAISenseID GetSenseID() const | [] |
|
UAISenseEvent_Hearing::UAISenseEvent_Hearing | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Hearing.h | AIModule | UAISenseEvent_Hearing ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISenseEvent_Hearing | /Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Hearing.h | AIModule | class UAISenseEvent_Hearing : public [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) | [
{
"type": "FAINoiseEvent",
"name": "Event",
"description": ""
}
] |
|
BPSenseToSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | static [TMap](API\Runtime\Core\Containers\TMap)< [FNameEntryId](API\Runtime\Core\UObject\FNameEntryId), FAISenseID > BPSenseToSenseID; | [] |
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UAISense_Blueprint::GetAllListenerActors | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | void GetAllListenerActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ListenerActors ) const | [] |
|
UAISense_Blueprint::GetAllListenerComponents | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | void GetAllListenerComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * > & ListenerComponents ) const | [] |
|
UAISense_Blueprint::K2_OnNewPawn | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | Called when sense's instance gets notified about new pawn that has just been spawned | AIModule | void K2_OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn ) | [] |
UAISense_Blueprint::OnListenerRegistered | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | void OnListenerRegistered ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorListener, [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * PerceptionComponent ) | [] |
|
UAISense_Blueprint::OnListenerRemovedImpl | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | void OnListenerRemovedImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
|
UAISense_Blueprint::OnListenerUnregistered | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | Called when a listener unregistered from this sense. Most often this is called due to actor's death | AIModule | void OnListenerUnregistered ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorListener, [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * PerceptionComponent ) | [] |
UAISense_Blueprint::OnListenerUpdated | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | void OnListenerUpdated ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorListener, [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * PerceptionComponent ) | [] |
|
UAISense_Blueprint::OnListenerUpdateImpl | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | void OnListenerUpdateImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
|
UAISense_Blueprint::OnNewListenerImpl | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | void OnNewListenerImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener ) | [] |
|
UAISense_Blueprint::OnNewPawn | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | Gets called when perception system gets notified about new spawned pawn. : do not call super implementation. It's used to detect when subclasses don't override it | AIModule | virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & NewPawn ) | [] |
UAISense_Blueprint::OnUpdate | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | Returns requested amount of time to pass until next frame. Return 0 to get update every frame (WARNING: hits performance) | AIModule | float OnUpdate ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) * > & EventsToProcess ) | [] |
UAISense_Blueprint::RegisterWrappedEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | virtual void RegisterWrappedEvent ( [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) & PerceptionEvent ) | [] |
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UAISense_Blueprint::Update | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | time until next update | AIModule | virtual float Update() | [] |
UAISense_Blueprint::UpdateSenseID | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | virtual FAISenseID UpdateSenseID() | [] |
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UAISense_Blueprint::UAISense_Blueprint | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | UAISense_Blueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAISense_Damage::RegisterEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h | AIModule | void RegisterEvent ( const [FAIDamageEvent](API\Runtime\AIModule\Perception\FAIDamageEvent) & Event ) | [] |
|
UAISense_Blueprint | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h | AIModule | class UAISense_Blueprint : public [UAISense](API\Runtime\AIModule\Perception\UAISense) | [
{
"type": "TArray<TObject...",
"name": "ListenerContainer",
"description": ""
},
{
"type": "TSubclassOf<UU...",
"name": "ListenerDataType",
"description": ""
},
{
"type": "TArray<TObject...",
"name": "UnprocessedEvents",
"description": ""
}
] |
|
UAISense_Damage::RegisterWrappedEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h | AIModule | virtual void RegisterWrappedEvent ( [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) & PerceptionEvent ) | [] |
|
UAISense_Damage::ReportDamageEvent | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h | EventLocation will be reported as Instigator's location at the moment of event happening | AIModule | static void ReportDamageEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamagedActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * Instigator, float DamageAmount, FVector EventLocation, FVector HitLocation, [FName](API\Runtime\Core\UObject\FName) Tag ) | [] |
UAISense_Damage::Update | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h | time until next update | AIModule | virtual float Update() | [] |
UAISense_Damage::UAISense_Damage | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h | AIModule | UAISense_Damage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UAISense_Damage | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h | AIModule | class UAISense_Damage : public [UAISense](API\Runtime\AIModule\Perception\UAISense) | [
{
"type": "TArray<FAIDama...",
"name": "RegisteredEvents",
"description": ""
}
] |
|
UAISense_Hearing::FDigestedHearingProperties::FDigestedHearingProperties | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h | AIModule | FDigestedHearingProperties &40; const UAISenseConfig_Hearing & SenseConfig &41; | [] |
|
FDigestedHearingProperties | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h | AIModule | struct FDigestedHearingProperties | [
{
"type": "uint8",
"name": "AffiliationFlags",
"description": ""
},
{
"type": "float",
"name": "HearingRangeSq",
"description": ""
}
] |
|
UAISense_Hearing::OnListenerRemovedImpl | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h | AIModule | void OnListenerRemovedImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
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