unreal.AISense_Blueprint
¶
- class unreal.AISense_Blueprint(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AISense
AISense Blueprint
C++ Source:
Module: AIModule
File: AISense_Blueprint.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_register_all_pawns_as_sources
(bool): [Read-Write] If true all newly spawned pawns will get auto registered as source for this sense.listener_container
(Array[AIPerceptionComponent]): [Read-Write]listener_data_type
(type(Class)): [Read-Write]notify_type
(AISenseNotifyType): [Read-Write]wants_new_pawn_notification
(bool): [Read-Write] whether this sense is interested in getting notified about new Pawns being spawnedthis can be used for example for automated sense sources registration
- get_all_listener_components() Array[AIPerceptionComponent] ¶
Get All Listener Components
- Returns:
listener_components (Array[AIPerceptionComponent]):
- Return type:
- on_listener_registered(actor_listener, perception_component) None ¶
- Parameters:
actor_listener (Actor) –
perception_component (AIPerceptionComponent) – is ActorListener’s AIPerceptionComponent instance
- on_listener_unregistered(actor_listener, perception_component) None ¶
called when a listener unregistered from this sense. Most often this is called due to actor’s death
- Parameters:
actor_listener (Actor) –
perception_component (AIPerceptionComponent) – is ActorListener’s AIPerceptionComponent instance
- on_listener_updated(actor_listener, perception_component) None ¶
- Parameters:
actor_listener (Actor) –
perception_component (AIPerceptionComponent) – is ActorListener’s AIPerceptionComponent instance
- on_new_pawn(new_pawn) None ¶
called when sense’s instance gets notified about new pawn that has just been spawned
- Parameters:
new_pawn (Pawn) –
- on_update(events_to_process) float ¶
- returns requested amount of time to pass until next frame.
Return 0 to get update every frame (WARNING: hits performance)
- Parameters:
events_to_process (Array[AISenseEvent]) –
- Return type: