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Class AIPerceptionComponent

AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli.

Inheritance
System.Object
UObject
ActorComponent
AIPerceptionComponent
Inherited Members
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
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)
Namespace: UE4.AIModule
Assembly: UE4DotNet.dll
Syntax
public class AIPerceptionComponent : ActorComponent
Remarks

UpdatePerception is called when component gets new stimuli (batched)

Properties

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AIOwner

AIOwner

Declaration
public AIController AIOwner { get; set; }
Property Value
Type Description
AIController
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AIPerceptionComponent DefaultObject { get; }
Property Value
Type Description
AIPerceptionComponent
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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
Type Description
SubclassOf<AISense>
Remarks

Should be set to one of the senses configured in SensesConfig, or None.

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SensesConfig

Senses Config

Declaration
public ObjectArrayField<AISenseConfig> SensesConfig { get; }
Property Value
Type Description
ObjectArrayField<AISenseConfig>
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

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
Returns
Type Description
System.ValueTuple<ActorPerceptionBlueprintInfo, System.Boolean>
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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
Type Name Description
SubclassOf<AISense> SenseToUse
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
Type Name Description
SubclassOf<AISense> SenseToUse
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Actor>
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GetPerceivedActors(SubclassOf<AISense>)

Get Perceived Actors

Declaration
public IReadOnlyCollection<Actor> GetPerceivedActors(SubclassOf<AISense> SenseToUse)
Parameters
Type Name Description
SubclassOf<AISense> SenseToUse
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Actor>
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GetPerceivedHostileActors()

blueprint interface

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
Type Name Description
UObject obj
Name name
Returns
Type Description
AIPerceptionComponent
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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
Type Name Description
SubclassOf<AISense> SenseClass
System.Boolean bEnable
Remarks

this component instance

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
Returns
Type Description
AIPerceptionComponent
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