Class AIPerceptionComponent
AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem
and gathers registered stimuli.
Inheritance
System.Object
AIPerceptionComponent
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class AIPerceptionComponent : ActorComponent
Properties
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AIOwner
Declaration
public AIController AIOwner { get; set; }
Property Value
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static AIPerceptionComponent DefaultObject { get; }
Property Value
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DominantSense
Indicated sense that takes precedence over other senses when determining sensed actor's location.
Declaration
public SubclassOf<AISense> DominantSense { get; set; }
Property Value
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SensesConfig
Declaration
public ObjectArrayField<AISenseConfig> SensesConfig { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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GetActorsPerception(Actor)
Retrieves whatever has been sensed about given actor
Declaration
public (ActorPerceptionBlueprintInfo, bool) GetActorsPerception(Actor Actor)
Parameters
Type |
Name |
Description |
Actor |
Actor |
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Returns
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GetCurrentlyPerceivedActors(SubclassOf<AISense>)
If SenseToUse is none all actors currently perceived in any way will get fetched
Declaration
public IReadOnlyCollection<Actor> GetCurrentlyPerceivedActors(SubclassOf<AISense> SenseToUse)
Parameters
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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GetKnownPerceivedActors(SubclassOf<AISense>)
If SenseToUse is none all actors ever perceived in any way (and not forgotten yet) will get fetched
Declaration
public IReadOnlyCollection<Actor> GetKnownPerceivedActors(SubclassOf<AISense> SenseToUse)
Parameters
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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GetPerceivedActors(SubclassOf<AISense>)
Declaration
public IReadOnlyCollection<Actor> GetPerceivedActors(SubclassOf<AISense> SenseToUse)
Parameters
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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GetPerceivedHostileActors()
Declaration
public IReadOnlyCollection<Actor> GetPerceivedHostileActors()
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static AIPerceptionComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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RequestStimuliListenerUpdate()
Notifies AIPerceptionSystem to update properties for this "stimuli listener"
Declaration
public void RequestStimuliListenerUpdate()
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SetSenseEnabled(SubclassOf<AISense>, Boolean)
Note that this works only if given sense has been already configured for
Declaration
public void SetSenseEnabled(SubclassOf<AISense> SenseClass, bool bEnable)
Parameters
Operators
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Implicit(IntPtr to AIPerceptionComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator AIPerceptionComponent(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns