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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()
[]
UAISense::GetSenseID
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
FAISenseID GetSenseID() const
[]
UAISense::GetSenseID
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
template<typename TSense> static FAISenseID GetSenseID()
[]
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 )
[]
UAISense::GetWorld
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
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
[]
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 )
[]
UAISense::OnListenerConfigUpdated
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
virtual void OnListenerConfigUpdated ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )
[]
UAISense::OnListenerForgetsAll
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
virtual void OnListenerForgetsAll ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener )
[]
UAISense::OnListenerRemoved
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
void OnListenerRemoved ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & RemovedListener )
[]
UAISense::OnListenerUpdate
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
void OnListenerUpdate ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )
[]
UAISense::OnNewListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
void OnNewListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener )
[]
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 )
[]
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 )
[]
UAISense::ShouldAutoRegisterAllPawnsAsSources
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
bool ShouldAutoRegisterAllPawnsAsSources() const
[]
SuspendNextUpdate
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
static const float SuspendNextUpdate = FLT_MAX;
[]
UAISense::Tick
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
void Tick()
[]
UAISense::UnregisterSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
virtual void UnregisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActors )
[]
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()
[]
UAISense::WantsNewPawnNotification
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
bool WantsNewPawnNotification() const
[]
UAISense::WantsUpdateOnlyOnPerceptionValueChange
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
bool WantsUpdateOnlyOnPerceptionValueChange() const
[]
UAISense::UAISense
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense.h
AIModule
UAISense ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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)
[]
UAISenseConfig::GetDebugColor
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h
AIModule
[FColor](API\Runtime\Core\Math\FColor) GetDebugColor() const
[]
UAISenseConfig::GetMaxAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h
AIModule
float GetMaxAge() const
[]
UAISenseConfig::GetSenseID
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h
AIModule
FAISenseID GetSenseID() const
[]
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
[]
UAISenseConfig::IsEnabled
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h
AIModule
bool IsEnabled() const
[]
UAISenseConfig::SetMaxAge
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h
AIModule
void SetMaxAge ( const float NewMaxAge )
[]
UAISenseConfig::UAISenseConfig
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h
AIModule
UAISenseConfig ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISenseConfig::GetSenseName
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig.h
AIModule
[FString](API\Runtime\Core\Containers\FString) GetSenseName() const
[]
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
[]
UAISenseConfig_Blueprint::UAISenseConfig_Blueprint
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Blueprint.h
AIModule
UAISenseConfig_Blueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
UAISenseConfig_Damage::UAISenseConfig_Damage
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Damage.h
AIModule
UAISenseConfig_Damage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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 )
[]
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
[]
UAISenseConfig_Prediction::UAISenseConfig_Prediction
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Prediction.h
AIModule
UAISenseConfig_Prediction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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 )
[]
UAISenseConfig_Touch
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseConfig_Touch.h
AIModule
class UAISenseConfig_Touch : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)
[]
UAISenseEvent::DrawToVLog
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent.h
AIModule
virtual void DrawToVLog ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & LogOwner ) const
[]
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)
[]
UAISenseEvent_Damage::GetDamageEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISenseEvent_Damage.h
AIModule
[FAIDamageEvent](API\Runtime\AIModule\Perception\FAIDamageEvent) GetDamageEvent()
[]
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 )
[]
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;
[]
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 )
[]
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()
[]
UAISense_Blueprint::UAISense_Blueprint
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Blueprint.h
AIModule
UAISense_Blueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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 )
[]