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Opens the Animation Asset Browser Panel and filters the list to only show animation assets that use this Notify. |
Get Default Trigger Weight Threshold |
This function sets the default value of Trigger Weight Threshold for this Notify, however it can be overridden in the Notify keyframe details. |
Get Notify Name |
This function sets the name of the Notify or State keyframe in the timeline. |
Received Notify |
Used in standard Notifies, this function executes once when the Notify keyframe is reached. |
Received Notify Begin |
Used in Notify States, this function executes once when the Notify region begins. |
Received Notify End |
Used in Notify States, this function executes once when the Notify region ends. |
Received Notify Tick |
Used in Notify States, this function executes continuously throughout the duration of the Notify State. |
Remarks |
Once you have created your custom Notify class, you can add it to the Notify timeline from either theAdd NotifyorAdd Notify Statemenu. |
Add a Custom Trace Type to your Project |
Often you will find a need for more than just the two default Trace Response channels (Visibility and Camera), perhaps you have a special laser that needs to pass through a special opaque object that you can't see through or have the camera clip through. When you encounter a situation like this you can add your own custom Trace Response channels by following the steps below. |
Open your project settings: Edit Menu -> Project Settings. |
Under Engine select Collision: |
Click the New Trace Channel... button. Name your new Trace Channel and set its Default Response. Click the Accept button. |
The Default Response can be Block, Overlap, or Ignore. Depending on your use case you'll want to choose carefully to prevent as much additional work adjusting collision profiles on your Actors. |
Any Blueprints open in the Blueprint Editor will have to be closed down and re-opened for the new Trace Channel to appear on any components or nodes. |
Steps |
Result |
Remarks |
You'll now have a new Trace Channel to use anywhere in the editor. Any Actors or Components you want to be able to Trace with your new Channel will have to be set to block the new Channel. |
AI Perception |
In addition to Behavior Trees which can be used to make decisions on which logic to execute, and the Environmental Query System (EQS) used to retrieve information about the environment; another tool you can use within the AI framework which provides sensory data for an AI is the AI Perception System. This provides a way for Pawns to receive data from the environment, such as where noises are coming from, if the AI was damaged by something, or if the AI sees something. This is accomplished with the AI Perception Component which acts as a stimuli listener and gathers registered Stimuli Sources. |
When a stimuli source is registered, the event On Perception Updated (or On Target Perception Updated for target selection) is called which you can use to fire off a new Blueprint Script and (or) update variables that are used to validate branches in a Behavior Tree. |
The AI Perception Component is a type of Component that can be added to a Pawn's AIController Blueprint from the Components window and is used to define what senses to listen for, the parameters for those senses, and how to respond when a sense has been detected. You can also use several different functions to get information about what was sensed, what Actors were sensed, or even disable or enable a particular type of sense. |
To add the AI Perception Component, click the +Addbutton in your Blueprint and select AIPerception. |
Once the AI Perception Component has been added, you can access its properties inside the Details panel. |
In addition to the common properties available in the Details panel for the AI Perception Component, you can add the type of Senses to perceive under the AI Perception and Senses Config section. Depending on the type of Sense, different properties are available to adjust how the Sense is perceived. |
The Dominant Sense property can be used to assign a Sense that should take precedence over other senses when determining a sensed Actor's location. This should be set to one of the senses configured in your Senses Config section or set to None. |
If you want your AI to react to damage events such as Event Any Damage, Event Point Damage, or Event Radial Damage, you can use the AI Damage Sense Config. The Implementation property (which defaults to the engine class AISense_Damage) can be used to determine how damage events are handled, however, you can create your damage classes through C++ code. |
The AI Hearing sense can be used to detect sounds generated by a Report Noise Event, for example, a projectile hits something and generates a sound that can be registered with the AI Hearing sense. |
This is used to display a different radius in the debugger for Hearing Range. |
This asks the Perception System to supply the Requestor with PredictedActor's predicted location in PredictionTime seconds. |
The AI Sight config enables you to define parameters that allow an AI character to "see" things on your Level. When an Actor enters the Sight Radius, the AI Perception System signals an update and passes through the Actor that was seen (for example a Player enters the radius and is perceived by the AI who has Sight Perception). |
How far to the side the AI can see in degrees. The value represents the angle measured to the forward vector, not the whole range. |
You can use SetPeripheralVisionAngle in Blueprint to change the value at runtime. |
Determines if Enemies, Neutrals, or Friendlies can trigger this sense. |
This property can be used to set up Sight perception for teams. Currently, Affiliation can only be defined in C++. For Blueprints, you can use the Detect Neutrals option to detect all Actors, then use Tags to filter out Actor types. |
This notifies the Perception component owner that someone on the same team is close by (radius is sent by the gameplay code which sends the event). |
The AI Touch config setting gives you the ability to detect when the AI bumps into something or something bumps into it. For example, in a stealth-based game, you may want a Player to sneak by an enemy AI without touching them. Using this Sense you can determine when the Player touches the AI and can respond with different logic. |
The Events section enables you to define what happens when the AI Perception System receives an update or when the AI Perception Component is activated or deactivated. |
This Event will fire when the Perception System receives an update and will return the Actor that signaled the update. It also returns an AI Stimulus struct that can be broken down to retrieve additional information. |
An Event that is fired when the AI Perception Component is deactivated. |
The following functions can be called through Blueprint to get information from or affect the Perception System. |
Enable or Disable the specified Sense Class. |
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