text
stringlengths 0
17.2k
|
---|
This only works if the given Sense has already been configured for the target component instance. |
The AI Perception Stimuli Source Component gives the owning Actor a way to automatically register itself as a stimuli source for the designated Sense(s) within the Perception System. An example use case would be to have an AI character with an AI Perception Component set up to perceive stimuli based on Sight. You could then use the Stimuli Source Component in an Actor (such as an item pickup Actor) and register it as a stimuli for Sight (which would enable the AI to "see" the Actor in the Level). |
To add the AI Perception Stimuli Source Component, click the +Addbutton in your Blueprint and select AIPerception Stimuli Source. |
Once the AI Perception Stimuli Source Component has been added, you can access properties for it inside the Details panel. |
In the Details panel for the AI Perception Stimuli Source Component, the following two options are available for AI Perception: |
An array of Senses to register as a source for. Click the + sign to add a Source, then click the drop-down and assign the desired Sense. |
You can also assign any custom Senses that have been based on the AISense Class. |
The following functions can be called through Blueprint for the AI Perception Stimuli Source Component: |
Registers owning Actor as a stimuli source for Senses specified in the Register as Source for Senses property and through the Register for Sense function call. |
You do not need to call this function if the Auto Register as Source property is enabled. |
You can debug AI Perception using the AI Debugging tools by pressing the '(apostrophe) key while your game is running, then pressing Numpad key 4 to bring up the Perception information. |
AI Perception Component |
Stimuli Source |
AI Perception Debugging |
AI Perception Properties |
Perception Events |
Perception Function Calls |
Stimuli Properties |
Stimuli Function Calls |
Implementation |
The AI Sense Class to use for these entry (defaults to AISense_Damage). |
Debug Color |
When using the AI Debugging tools, what color to draw the debug lines. |
Max Age |
Determines the duration in which the stimuli generated by this sense becomes forgotten (0 means never forgotten). |
Starts Enabled |
Determines whether the given sense starts in an enabled state or must be manually enabled/disabled. |
Implementation |
The AI Sense Class to use for this entry (defaults to AISense_Hearing). |
Hearing Range |
The distance in which this sense can be perceived by the AI Perception system. |
Lo SHearing Range |
This is used to display a different radius in the debugger for Hearing Range. |
Detection by Affiliation |
Determines if Enemies, Neutrals, or Friendlies can trigger this sense. |
Debug Color |
When using the AI Debugging tools, what color to draw the debug lines. |
Max Age |
Determines the duration in which the stimuli generated by this sense becomes forgotten (0 means never forgotten). |
Starts Enabled |
Determines whether the given sense starts in an enabled state or must be manually enabled/disabled. |
Debug Color |
When using the AI Debugging tools, what color to draw the debug lines. |
Max Age |
Determines the duration in which the stimuli generated by this sense becomes forgotten (0 means never forgotten). |
Starts Enabled |
Determines whether the given sense starts in an enabled state or must be manually enabled/disabled. |
Implementation |
The AI Sense Class to use for this entry (defaults to AISense_Sight). |
Sight Radius |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.