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The max distance over which this sense can start perceiving.
Lose Sight Radius
The max distance in which a seen target is no longer perceived by the sight sense.
Peripheral Vision Half Angle Degrees
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.
Detection by Affiliation
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.
Auto Success Range from Last Seen Location
When greater than zero, the AI will always be able to see the target that has already been seen as long as they are within the range specified here.
Point of View Backward Offset
Point of view move back distance for cone calculation. In conjunction with near clipping distance, this will act as a close by awareness and peripheral vision.
Near Clipping Radius
Near clipping distance, to be used with point of view backward offset. Will act as a close by awarness and peripheral vision.
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 become 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.
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.
On Perception Updated
This Event will fire when the Perception System receives an update and will return an array of Actors that signaled the update.
On Target Perception Info Updated
Notifies all bound objects that perception info has been updated for a given target. The notification is broadcasted for any received stimulus or on change of state according to the stimulus configuration.
On Target Perception Updated
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. Property Description Age How long since the Stimulus occurred. Expiration Age How long before the Stimulus becomes invalid. Strength The weight defined in the Stimulus. Stimulus Location Where the Stimulus originated from. Receiver Location Where the Stimulus was registered by the AI Perception System. Tag Any Gameplay Tag associated with the Stimulus. Successfully Sensed Whether the Stimulus was sensed by the AI Perception System (returns True or False).
Age
How long since the Stimulus occurred.
Expiration Age
How long before the Stimulus becomes invalid.
Strength
The weight defined in the Stimulus.
Stimulus Location
Where the Stimulus originated from.
Receiver Location
Where the Stimulus was registered by the AI Perception System.
Tag
Any Gameplay Tag associated with the Stimulus.
Successfully Sensed