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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 ) | [] |
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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; | [] |
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UAISense_Hearing::UAISense_Hearing | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h | AIModule | UAISense_Hearing ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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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 ) | [] |
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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 | [] |
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EVisibilityResult | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h | AIModule | enum EVisibilityResult { Visible, NotVisible, Pending, } | [] |
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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 | [] |
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UAISense_Sight::OnListenerConfigUpdated | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h | AIModule | virtual void OnListenerConfigUpdated ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
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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 ) | [] |
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FQueriesOperationPostProcess | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h | AIModule | enum FQueriesOperationPostProcess { DontSort, Sort, } | [] |
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UAISense_Sight::OnListenerRemovedImpl | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h | AIModule | void OnListenerRemovedImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & RemovedListener ) | [] |
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UAISense_Sight::OnListenerForgetsAll | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h | AIModule | virtual void OnListenerForgetsAll ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener ) | [] |
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UAISense_Sight::OnListenerUpdateImpl | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h | AIModule | void OnListenerUpdateImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener ) | [] |
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UAISense_Sight::OnNewListenerImpl | /Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h | AIModule | void OnNewListenerImpl ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 | [] |
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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 | [] |
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UPawnSensingComponent::GetPeripheralVisionCosine | /Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h | AIModule | float GetPeripheralVisionCosine() const | [] |
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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 | [] |
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 | [] |
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() | [] |
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 | [] |
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 | [] |
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 | [] |
UPawnSensingComponent::OnTimer | /Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h | Update function called on timer intervals. | AIModule | virtual void OnTimer() | [] |
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 ) | [] |
UPawnSensingComponent::SetPeripheralVisionAngle | /Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h | Sets PeripheralVisionAngle. Calculates PeripheralVisionCosine from PeripheralVisionAngle | AIModule | virtual void SetPeripheralVisionAngle ( const float NewPeripheralVisionAngle ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
|
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() | [] |
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 | [] |
|
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() | [] |
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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