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UAISense_Hearing::OnListenerUpdateImpl
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
void OnListenerUpdateImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )
[]
UAISense_Hearing::OnNewListenerImpl
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
void OnNewListenerImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener )
[]
UAISense_Hearing::RegisterEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
void RegisterEvent ( const [FAINoiseEvent](API\Runtime\AIModule\Perception\FAINoiseEvent) & Event )
[]
UAISense_Hearing::PostInitProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.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_Hearing::RegisterMakeNoiseDelegate
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
virtual void RegisterMakeNoiseDelegate()
[]
UAISense_Hearing::RegisterEventsBatch
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
void RegisterEventsBatch ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAINoiseEvent](API\Runtime\AIModule\Perception\FAINoiseEvent) > & Events )
[]
UAISense_Hearing::RegisterWrappedEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
Part of BP interface. Translates PerceptionEvent toFAINoiseEventand callRegisterEvent(const FAINoiseEvent& Event)
AIModule
virtual void RegisterWrappedEvent ( [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) & PerceptionEvent )
[]
UAISense_Hearing::ReportNoiseEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
Report a noise event.
AIModule
static void ReportNoiseEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector NoiseLocation, float Loudness, [AActor](API\Runtime\Engine\GameFramework\AActor) * Instigator, float MaxRange, [FName](API\Runtime\Core\UObject\FName) Tag )
[]
UAISense_Hearing::Update
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
time until next update
AIModule
virtual float Update()
[]
UAISense_Hearing::FDigestedHearingProperties::FDigestedHearingProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
FDigestedHearingProperties&40;&41;
[]
UAISense_Hearing::UAISense_Hearing
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
UAISense_Hearing ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISense_Hearing
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
class UAISense_Hearing : public [UAISense](API\Runtime\AIModule\Perception\UAISense)
[ { "type": "TMap< FPercepti...", "name": "DigestedProperties", "description": "" }, { "type": "TArray<FAINois...", "name": "NoiseEvents", "description": "" }, { "type": "float", "name": "SpeedOfSoundSq", "description": "Defaults to 0 to have instant notification." } ]
UAISense_Prediction::RegisterEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
AIModule
void RegisterEvent ( const [FAIPredictionEvent](API\Runtime\AIModule\Perception\FAIPredictionEvent) & Event )
[]
UAISense_Prediction::RequestControllerPredictionEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
Asks perception system to supply Requestor with PredictedActor's predicted location in PredictionTime seconds Location is being predicted based on PredicterActor's current location and velocity
AIModule
static void RequestControllerPredictionEvent ( [AAIController](API\Runtime\AIModule\AAIController) * Requestor, [AActor](API\Runtime\Engine\GameFramework\AActor) * PredictedActor, float PredictionTime )
[]
UAISense_Prediction::RequestPawnPredictionEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
Asks perception system to supply Requestor with PredictedActor's predicted location in PredictionTime seconds Location is being predicted based on PredicterActor's current location and velocity
AIModule
static void RequestPawnPredictionEvent ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Requestor, [AActor](API\Runtime\Engine\GameFramework\AActor) * PredictedActor, float PredictionTime )
[]
UAISense_Prediction::UAISense_Prediction
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
AIModule
UAISense_Prediction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISense_Prediction
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
AIModule
class UAISense_Prediction : public [UAISense](API\Runtime\AIModule\Perception\UAISense)
[ { "type": "TArray<FAIPred...", "name": "RegisteredEvents", "description": "" } ]
UAISense_Sight::CalcQueryImportance
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
float CalcQueryImportance ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, const FVector & TargetLocation, const float SightRadiusSq ) const
[]
UAISense_Sight::ComputeVisibility
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
[EVisibilityResult](API\Runtime\AIModule\Perception\UAISense_Sight\EVisibilityResult) ComputeVisibility ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) & SightQuery, [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ListenerActor, [FAISightTarget](API\Runtime\AIModule\Perception\FAISightTarget) & Target, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, const [FDigestedSightProperties](API\Runtime\AIModule\Perception\UAISense_Sight\FDigestedSightProperties) & PropDigest, float & OutStimulusStrength, FVector & OutSeenLocation, int32 & OutNumberOfLoSChecksPerformed, int32 & OutNumberOfAsyncLosCheckRequested ) const
[]
EVisibilityResult
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
enum EVisibilityResult { Visible, NotVisible, Pending, }
[]
UAISense_Sight::FDigestedSightProperties::FDigestedSightProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FDigestedSightProperties&40;&41;
[]
UAISense_Prediction::Update
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
time until next update
AIModule
virtual float Update()
[]
UAISense_Sight::FDigestedSightProperties::FDigestedSightProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FDigestedSightProperties &40; const UAISenseConfig_Sight & SenseConfig &41;
[]
FDigestedSightProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
struct FDigestedSightProperties
[ { "type": "uint8", "name": "AffiliationFlags", "description": "" }, { "type": "float", "name": "AutoSuccessRangeSqFromLastSeenLocation", "description": "" }, { "type": "float", "name": "LoseSightRadiusSq", "description": "" }, { "type": "float", "name": "NearClippingRadiusSq", "description": "" }, { "type": "float", "name": "PeripheralVisionAngleCos", "description": "" }, { "type": "float", "name": "PointOfViewBackwardOffset", "description": "" }, { "type": "float", "name": "SightRadiusSq", "description": "" } ]
UAISense_Sight::GenerateQueriesForListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void GenerateQueriesForListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, const [FDigestedSightProperties](API\Runtime\AIModule\Perception\UAISense_Sight\FDigestedSightProperties) & PropertyDigest, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) &)> & OnAddedFunc )
[]
FTargetsContainer
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FAISightTarget::FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId), [FAISightTarget](API\Runtime\AIModule\Perception\FAISightTarget) > FTargetsContainer
[]
UAISense_Sight::OnListenerConfigUpdated
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
virtual void OnListenerConfigUpdated ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )
[]
UAISense_Sight::OnListenerForgetsActor
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
virtual void OnListenerForgetsActor ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, [AActor](API\Runtime\Engine\GameFramework\AActor) & ActorToForget )
[]
FQueriesOperationPostProcess
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
enum FQueriesOperationPostProcess { DontSort, Sort, }
[]
UAISense_Sight::OnListenerRemovedImpl
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void OnListenerRemovedImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & RemovedListener )
[]
UAISense_Sight::OnListenerForgetsAll
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
virtual void OnListenerForgetsAll ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener )
[]
UAISense_Sight::OnListenerUpdateImpl
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void OnListenerUpdateImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )
[]
UAISense_Sight::OnNewListenerImpl
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void OnNewListenerImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener )
[]
UAISense_Sight::OnPendingCanBeSeenQueryProcessed
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void OnPendingCanBeSeenQueryProcessed ( const [FAISightQueryID](API\Runtime\AIModule\Perception\FAISightQueryID) & QueryID, const bool bIsVisible, const float StimulusStrength, const FVector & SeenLocation, const [TOptional](API\Runtime\Core\IO\TOptional)< int32 > & UserData )
[]
UAISense_Sight::PostInitProperties
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.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_Sight::OnPendingTraceQueryProcessed
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void OnPendingTraceQueryProcessed ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & TraceHandle, [FTraceDatum](API\Runtime\Engine\FTraceDatum) & TraceDatum )
[]
UAISense_Sight::OnPendingQueryProcessed
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void OnPendingQueryProcessed ( const int32 SightQueryIndex, const bool bIsVisible, const float StimulusStrength, const FVector & SeenLocation, const [TOptional](API\Runtime\Core\IO\TOptional)< int32 > & UserData, const [TOptional](API\Runtime\Core\IO\TOptional)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > InTargetActor )
[]
UAISense_Sight::RegisterNewQuery
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
bool RegisterNewQuery ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, const [IGenericTeamAgentInterface](API\Runtime\AIModule\IGenericTeamAgentInterface) * ListenersTeamAgent, const [AActor](API\Runtime\Engine\GameFramework\AActor) & TargetActor, const [FAISightTarget::FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) & TargetId, const FVector & TargetLocation, const [FDigestedSightProperties](API\Runtime\AIModule\Perception\UAISense_Sight\FDigestedSightProperties) & PropDigest, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) &)> & OnAddedFunc )
[]
UAISense_Sight::RegisterSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
Virtual void RegisterSources(TArraySourceActors) {}
AIModule
virtual void RegisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActors )
[]
UAISense_Sight::RegisterEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void RegisterEvent ( const [FAISightEvent](API\Runtime\AIModule\Perception\FAISightEvent) & Event )
[]
UAISense_Sight::RegisterTarget
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
Returns information whether new LoS queries have been added
AIModule
bool RegisterTarget ( [AActor](API\Runtime\Engine\GameFramework\AActor) & TargetActor, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) &)> & OnAddedFunc )
[]
UAISense_Sight::RemoveAllQueriesByListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void RemoveAllQueriesByListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) &)> & OnRemoveFunc )
[]
UAISense_Sight::ShouldAutomaticallySeeTarget
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
virtual bool ShouldAutomaticallySeeTarget ( const [FDigestedSightProperties](API\Runtime\AIModule\Perception\UAISense_Sight\FDigestedSightProperties) & PropDigest, [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) * SightQuery, [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, float & OutStimulusStrength ) const
[]
UAISense_Sight::RemoveAllQueriesToTarget
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void RemoveAllQueriesToTarget ( const [FAISightTarget::FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) & TargetId, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) &)> & OnRemoveFunc )
[]
UAISense_Sight::UnregisterSource
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
virtual void UnregisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor )
[]
UAISense_Sight::Update
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
time until next update
AIModule
virtual float Update()
[]
UAISense_Sight::UpdateQueryVisibilityStatus
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
Deprecated* Please use the UpdateQueryVisibilityStatus version which takes an Actor& instead.
AIModule
void UpdateQueryVisibilityStatus ( [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) & SightQuery, [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, const bool bIsVisible, const FVector & SeenLocation, const float StimulusStrength, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, const FVector & TargetLocation ) const
[]
UAISense_Sight::UpdateQueryVisibilityStatus
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
Deprecated* Please use the UpdateQueryVisibilityStatus version which takes an Actor& instead.
AIModule
void UpdateQueryVisibilityStatus ( [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) & SightQuery, [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, const bool bIsVisible, const FVector & SeenLocation, const float StimulusStrength, [AActor](API\Runtime\Engine\GameFramework\AActor) & TargetActor, const FVector & TargetLocation ) const
[]
UAISense_Sight::UAISense_Sight
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
UAISense_Sight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISense_Sight
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
class UAISense_Sight : public [UAISense](API\Runtime\AIModule\Perception\UAISense)
[ { "type": "bool", "name": "bSightQueriesOutOfRangeDirty", "description": "" }, { "type": "bool", "name": "bUseAsynchronousTraceForDefaultSightQueries", "description": "Defines if we are allowed to use asynchronous trace queries when there is noIAISightTargetInterfacefor a Target" }, { "type": "ECollisionChann...", "name": "DefaultSightCollisionChannel", "description": "" }, { "type": "TMap< FPercepti...", "name": "DigestedProperties", "description": "" }, { "type": "float", "name": "HighImportanceDistanceSquare", "description": "" }, { "type": "float", "name": "HighImportanceQueryDistanceThreshold", "description": "" }, { "type": "int32", "name": "MaxAsyncTracesPerTick", "description": "Maximum number of asynchronous traces that can be requested in a single update call" }, { "type": "float", "name": "MaxQueryImportance", "description": "" }, { "type": "double", "name": "MaxTimeSlicePerTick", "description": "" }, { "type": "int32", "name": "MaxTracesPerTick", "description": "" }, { "type": "int32", "name": "MinQueriesPerTimeSliceCheck", "description": "" }, { "type": "int32", "name": "NextOutOfRangeIndex", "description": "The SightQueries are a n^2 problem and to reduce the sort time, they are now split between in range and out of range Since the out of range queries only age as the distance component of the score is always 0, there is few need to sort them In the majority of the cases most of the queries are out of range, so the sort time is greatly reduced as we only sort the in range queries" }, { "type": "FTargetsContain...", "name": "ObservedTargets", "description": "" }, { "type": "FOnPendingVisib...", "name": "OnPendingCanBeSeenQueryProcessedDelegate", "description": "" }, { "type": "FTraceDelegate", "name": "OnPendingTraceQueryProcessedDelegate", "description": "" }, { "type": "float", "name": "PendingQueriesBudgetReductionRatio", "description": "Defines the amount of async trace queries to prevent based on the number of pending queries at the start of an update." }, { "type": "FRWAccessDetect...", "name": "QueriesListAccessDetector", "description": "" }, { "type": "float", "name": "SightLimitQueryImportance", "description": "" }, { "type": "TArray<FAISigh...", "name": "SightQueriesInRange", "description": "" }, { "type": "TArray<FAISigh...", "name": "SightQueriesOutOfRange", "description": "" }, { "type": "TArray<FAISigh...", "name": "SightQueriesPending", "description": "" } ]
UAISense_Team::RegisterEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
void RegisterEvent ( const [FAITeamStimulusEvent](API\Runtime\AIModule\Perception\FAITeamStimulusEvent) & Event )
[]
UAISense_Team::Update
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
time until next update
AIModule
virtual float Update()
[]
UAISense_Team::UAISense_Team
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
UAISense_Team ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISense_Team
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Team.h
AIModule
class UAISense_Team : public [UAISense](API\Runtime\AIModule\Perception\UAISense)
[ { "type": "TArray<FAITeam...", "name": "RegisteredEvents", "description": "" } ]
UAISense_Touch::ReportTouchEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
static void ReportTouchEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * TouchReceiver, [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor, FVector Location )
[]
UAISense_Touch::RegisterEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
void RegisterEvent ( const [FAITouchEvent](API\Runtime\AIModule\Perception\FAITouchEvent) & Event )
[]
UAISense_Touch::Update
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
time until next update
AIModule
virtual float Update()
[]
UAISense_Touch
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
class UAISense_Touch : public [UAISense](API\Runtime\AIModule\Perception\UAISense)
[ { "type": "TArray<FAITouc...", "name": "RegisteredEvents", "description": "" } ]
UAISense_Touch::UAISense_Touch
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Touch.h
AIModule
UAISense_Touch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISightTargetInterface::UAISightTargetInterface
/Engine/Source/Runtime/AIModule/Classes/Perception/AISightTargetInterface.h
AIModule
UAISightTargetInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISightTargetInterface
/Engine/Source/Runtime/AIModule/Classes/Perception/AISightTargetInterface.h
AIModule
class UAISightTargetInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UPawnSensingComponent::BroadcastOnHearLocalNoise
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Broadcasts notification that our sensor hears a noise made local to a Pawn's position, using the OnHearNoise delegates.
AIModule
virtual void BroadcastOnHearLocalNoise ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Instigator, const FVector & Location, float Volume )
[]
UPawnSensingComponent::BroadcastOnHearRemoteNoise
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Broadcasts notification that our sensor hears a noise made remotely from a Pawn's position, using the OnHearNoise delegates.
AIModule
virtual void BroadcastOnHearRemoteNoise ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Instigator, const FVector & Location, float Volume )
[]
UPawnSensingComponent::BroadcastOnSeePawn
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Broadcasts notification that our sensor sees a Pawn, using the OnSeePawn delegates.
AIModule
virtual void BroadcastOnSeePawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn )
[]
UPawnSensingComponent::CanHear
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
True if sensor can hear this noise. Only executed if the noise has been determined to be relevant (via IsNoiseRelevant)
AIModule
virtual bool CanHear ( const FVector & NoiseLoc, float Loudness, bool bFailedLOS ) const
[]
FHearNoiseDelegate
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
AIModule
class FHearNoiseDelegate
[]
UPawnSensingComponent::CouldSeePawn
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Chance of seeing other pawn decreases with increasing distance or angle in peripheral vision true if the specified pawn Other is potentially visible (within peripheral vision, etc.) - still need to do LineOfSightTo() check to see if actually visible.
AIModule
virtual bool CouldSeePawn ( const [APawn](API\Runtime\Engine\GameFramework\APawn) * Other, bool bMaySkipChecks ) const
[]
UPawnSensingComponent::CanSenseAnything
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Are we capable of sensing anything (and do we have any callbacks that care about sensing)? If soUpdateAISensing()will be called every sensing interval.
AIModule
virtual bool CanSenseAnything() const
[]
FSeePawnDelegate
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
AIModule
class FSeePawnDelegate
[]
UPawnSensingComponent::GetPeripheralVisionCosine
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
AIModule
float GetPeripheralVisionCosine() const
[]
UPawnSensingComponent::GetPeripheralVisionAngle
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
AIModule
float GetPeripheralVisionAngle() const
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UPawnSensingComponent::GetSensorActor
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
AIModule
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetSensorActor() const
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UPawnSensingComponent::GetSensorController
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
AIModule
[AController](API\Runtime\Engine\GameFramework\AController) * GetSensorController() const
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UPawnSensingComponent::GetSensorLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Get position where hearing/seeing occurs (i.e. ear/eye position). If we ever need different positions for hearing/seeing, we'll deal with that then!
AIModule
virtual FVector GetSensorLocation() const
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UPawnSensingComponent::HasLineOfSightTo
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Check line to other actor. true if controller's pawn can see Other actor.
AIModule
virtual bool HasLineOfSightTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Other ) const
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UPawnSensingComponent::InitializeComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.
AIModule
virtual void InitializeComponent()
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UPawnSensingComponent::GetSensorRotation
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Get the rotation of this sensor. We need this for the sight component
AIModule
virtual FRotator GetSensorRotation() const
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UPawnSensingComponent::IsNoiseRelevant
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Test whether the noise is loud enough and recent enough to care about. bSourceWithinNoiseEmitter is true iff the noise was made by the pawn itself or within close proximity (its collision volume). Otherwise the noise was made at significant distance from the pawn.
AIModule
bool IsNoiseRelevant ( const [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn, const [UPawnNoiseEmitterComponent](API\Runtime\Engine\Components\UPawnNoiseEmitterComponent) & NoiseEmitterComponent, bool bSourceWithinNoiseEmitter ) const
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UPawnSensingComponent::IsSensorActor
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Is the given actor our owner? Used to ensure that we are not trying to sense our self / our owner.
AIModule
virtual bool IsSensorActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const
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UPawnSensingComponent::OnTimer
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Update function called on timer intervals.
AIModule
virtual void OnTimer()
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UPawnSensingComponent::SensePawn
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
See if there are interesting sounds and sights that we want to detect, and respond to them if so.
AIModule
virtual void SensePawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn )
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UPawnSensingComponent::SetPeripheralVisionAngle
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Sets PeripheralVisionAngle. Calculates PeripheralVisionCosine from PeripheralVisionAngle
AIModule
virtual void SetPeripheralVisionAngle ( const float NewPeripheralVisionAngle )
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UPawnSensingComponent::SetSensingInterval
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Changes the SensingInterval. If we are currently waiting for an interval, this can either extend or shorten that interval. A value <= 0 prevents any updates.
AIModule
virtual void SetSensingInterval ( const float NewSensingInterval )
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UPawnSensingComponent::SetTimer
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Modify the timer to fire in TimeDelay seconds. A value <= 0 disables the timer.
AIModule
virtual void SetTimer ( const float TimeDelay )
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UPawnSensingComponent::SetSensingUpdatesEnabled
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Enables or disables sensing updates. The timer is reset in either case.
AIModule
virtual void SetSensingUpdatesEnabled ( const bool bEnabled )
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UPawnSensingComponent::ShouldCheckAudibilityOf
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Returns true if we should check whether we can hear the given Pawn (because we are able to hear, and the Pawn has the correct team relationship to us)
AIModule
virtual bool ShouldCheckAudibilityOf ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn ) const
[]
UPawnSensingComponent::ShouldCheckVisibilityOf
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Returns true if we should check whether the given Pawn is visible (because we can see things, the Pawn is not hidden, and if the Pawn is a player and we only see players)
AIModule
virtual bool ShouldCheckVisibilityOf ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn ) const
[]
UPawnSensingComponent::UPawnSensingComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
AIModule
UPawnSensingComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UPawnSensingComponent::UpdateAISensing
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
Calls SensePawn on any Pawns that we are allowed to sense.
AIModule
virtual void UpdateAISensing()
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UPawnSensingComponent
/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
SensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients.
AIModule
class UPawnSensingComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
[ { "type": "uint32: 1", "name": "bEnableSensingUpdates", "description": "If true, component will perform sensing updates." }, { "type": "uint32: 1", "name": "bHearNoises", "description": "If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard." }, { "type": "uint32: 1", "name": "bOnlySensePlayers", "description": "If true, will only sense player-controlled pawns in the world. Default: true" }, { "type": "uint32: 1", "name": "bSeePawns", "description": "If true, we will perform visibility tests and will trigger notifications when a Pawn is visible." }, { "type": "float", "name": "HearingMaxSoundAge", "description": "Max age of sounds we can hear. Should be greater than SensingInterval, or you might miss hearing some sounds!" }, { "type": "float", "name": "HearingThreshold", "description": "Max distance at which a makenoise(1.0) loudness sound can be heard, regardless of occlusion" }, { "type": "float", "name": "LOSHearingThreshold", "description": "" }, { "type": "FHearNoiseDeleg...", "name": "OnHearNoise", "description": "Delegate to execute when we hear a noise from a Pawn's PawnNoiseEmitterComponent." }, { "type": "FSeePawnDelegat...", "name": "OnSeePawn", "description": "Delegate to execute when we see a Pawn." }, { "type": "float", "name": "PeripheralVisionAngle", "description": "How far to the side AI can see, in degrees." }, { "type": "float", "name": "PeripheralVisionCosine", "description": "Cosine of limits of peripheral vision. Computed from PeripheralVisionAngle." }, { "type": "float", "name": "SensingInterval", "description": "Amount of time between pawn sensing updates." }, { "type": "float", "name": "SightRadius", "description": "Maximum sight distance." }, { "type": "FTimerHandle", "name": "TimerHandle_OnTimer", "description": "Handle for efficient management of OnTimer timer" } ]
FMoveTaskCompletedSignature
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
class FMoveTaskCompletedSignature
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UAITask::Activate
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it
AIModule
virtual void Activate()
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UAITask::GetAIController
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
[AAIController](API\Runtime\AIModule\AAIController) * GetAIController() const
[]
UAITask::GetAIControllerForActor
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
static [AAIController](API\Runtime\AIModule\AAIController) * GetAIControllerForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
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UAITask::InitAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
void InitAITask ( [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner )
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UAITask::NewAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
template<class T> static T * NewAITask ( [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, [FName](API\Runtime\Core\UObject\FName) InstanceName )
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UAITask::InitAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
void InitAITask ( [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, uint8 InPriority )
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UAITask::NewAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
template<class T> static T * NewAITask ( [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, [FName](API\Runtime\Core\UObject\FName) InstanceName )
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UAITask::NewAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
template<class T> static T * NewAITask ( [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, EAITaskPriority InPriority, [FName](API\Runtime\Core\UObject\FName) InstanceName )
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UAITask::NewAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
template<class T> static T * NewAITask ( [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, EAITaskPriority InPriority, [FName](API\Runtime\Core\UObject\FName) InstanceName )
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