24 void UpdatePerceptionDetails()
const;
28 virtual void BeginPlay()
override;
30 virtual void OnPossess(APawn* InPawn)
override;
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=
"Perception")
38 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AI")
39 class UAISenseConfig_Hearing* HearingConfig;
40 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AI")
41 class UAISenseConfig_Prediction* PredictionConfig;
42 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AI")
43 class UAISenseConfig_Team* TeamConfig;
44 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AI")
48 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
49 void OnForgottenStimulusBP(FAIStimulus Stimulus);
50 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
51 void OnTargetPerceptionForgottenBP(AActor* Actor);
52 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
53 void OnPerceptionUpdatedBP(const TArray<AActor*>& UpdatedActors);
55 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
56 void OnTargetPerceptionUpdatedBP(AActor* Actor, FAIStimulus Stimulus);
57 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
58 void OnTargetPerceptionInfoUpdatedBP(FActorPerceptionUpdateInfo UpdateInfo);
60 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
61 void OnTargetSightUpdated(AActor* Actor, FAIStimulus Stimulus);
62 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
63 void OnTargetHearingUpdated(AActor* Actor, FAIStimulus Stimulus);
64 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
65 void OnTargetPredictionUpdated(AActor* Actor, FAIStimulus Stimulus);
66 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
67 void OnTargetDamageUpdated(AActor* Actor, FAIStimulus Stimulus);
68 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
69 void OnTargetTeamUpdated(AActor* Actor, FAIStimulus Stimulus);
70 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
71 void OnTargetTouchUpdated(AActor* Actor, FAIStimulus Stimulus);
72 UFUNCTION(BlueprintImplementableEvent, Category="Perception")
73 void OnTargetActionUpdated(AActor* Actor, FAIStimulus Stimulus);
77 void ForgottenStimulus(FAIStimulus Stimulus);
79 void TargetPerceptionForgotten(AActor* Actor);
81 void PerceptionUpdated(const TArray<AActor*>& UpdatedActors);
83 void TargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus);
85 void TargetPerceptionInfoUpdated(const FActorPerceptionUpdateInfo& UpdateInfo);
89 void TargetSightUpdated(AActor* Actor, const FAIStimulus& Stimulus);
90 void TargetHearingUpdated(AActor* Actor, const FAIStimulus& Stimulus);
91 void TargetPredictionUpdated(AActor* Actor, const FAIStimulus& Stimulus);
92 void TargetDamageUpdated(AActor* Actor, const FAIStimulus& Stimulus);
93 void TargetTeamUpdated(AActor* Actor, const FAIStimulus& Stimulus);
94 void TargetTouchUpdated(AActor* Actor, const FAIStimulus& Stimulus);
95 void TargetActionUpdated(AActor* Actor, const FAIStimulus& Stimulus);
98 void CharacterDeath();