SensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients.
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| void | SetSensingUpdatesEnabled (bool bEnabled) |
| | Enables or disables sensing updates. The timer is reset in either case.
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| float32 | GetPeripheralVisionCosine () const |
| void | SetPeripheralVisionAngle (float32 NewPeripheralVisionAngle) |
| | Sets PeripheralVisionAngle. Calculates PeripheralVisionCosine from PeripheralVisionAngle.
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| void | SetSensingInterval (float32 NewSensingInterval) |
| | Changes the SensingInterval. If we are currently waiting for an interval, this can either extend or shorten that interval. A value <= 0 prevents any updates.
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| float32 | GetPeripheralVisionAngle () const |
| bool | GetbEnableSensingUpdates () const |
| | If true, component will perform sensing updates. At runtime change this using SetSensingUpdatesEnabled().
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| void | SetbEnableSensingUpdates (bool Value) |
| | If true, component will perform sensing updates. At runtime change this using SetSensingUpdatesEnabled().
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| bool | GetbOnlySensePlayers () const |
| | If true, will only sense player-controlled pawns in the world. Default: true.
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| const float32 & | GetSensingInterval () const |
| | Amount of time between pawn sensing updates. Use SetSensingInterval() to adjust this at runtime. A value <= 0 prevents any updates.
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| void | SetbOnlySensePlayers (bool Value) |
| | If true, will only sense player-controlled pawns in the world. Default: true.
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| bool | GetbSeePawns () const |
| | If true, we will perform visibility tests and will trigger notifications when a Pawn is visible. Default: true.
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| void | SetbSeePawns (bool Value) |
| | If true, we will perform visibility tests and will trigger notifications when a Pawn is visible. Default: true.
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| bool | GetbHearNoises () const |
| | If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard. Default: true IMPORTANT NOTE: If we can see pawns (bSeePawns is true), and the pawn is visible, noise notifications are not triggered.
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| void | SetbHearNoises (bool Value) |
| | If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard. Default: true IMPORTANT NOTE: If we can see pawns (bSeePawns is true), and the pawn is visible, noise notifications are not triggered.
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| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
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| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
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| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
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| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
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| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
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| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
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| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
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| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
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| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
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| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
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| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
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| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
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| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
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| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
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| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
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| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
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| bool | IsActive () const |
| | Returns whether the component is active or not.
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| void | ToggleActive () |
| | Toggles the active state of the component.
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| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
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| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
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| void | Deactivate () |
| | Deactivates the SceneComponent.
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| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
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| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
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| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
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| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
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| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
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| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
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| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
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| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
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| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
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| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
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| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| | Traverses the outer chain searching for the next object of a certain type.
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| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| | Returns true if this object is of the specified type, or a child of that type.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
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| float32 | PeripheralVisionAngle |
| | How far to the side AI can see, in degrees. Use SetPeripheralVisionAngle to change the value at runtime.
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| float32 | LOSHearingThreshold |
| | Max distance at which a makenoise(1.0) loudness sound can be heard if unoccluded (LOSHearingThreshold should be > HearingThreshold).
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| float32 | SightRadius |
| | Maximum sight distance.
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| float32 | HearingMaxSoundAge |
| | Max age of sounds we can hear. Should be greater than SensingInterval, or you might miss hearing some sounds!
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| float32 | SensingInterval |
| | Amount of time between pawn sensing updates. Use SetSensingInterval() to adjust this at runtime. A value <= 0 prevents any updates.
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| float32 | HearingThreshold |
| | Max distance at which a makenoise(1.0) loudness sound can be heard, regardless of occlusion.
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| bool | bSeePawns |
| | If true, we will perform visibility tests and will trigger notifications when a Pawn is visible. Default: true.
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| bool | bOnlySensePlayers |
| | If true, will only sense player-controlled pawns in the world. Default: true.
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| bool | bEnableSensingUpdates |
| | If true, component will perform sensing updates. At runtime change this using SetSensingUpdatesEnabled().
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| bool | bHearNoises |
| | If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard. Default: true IMPORTANT NOTE: If we can see pawns (bSeePawns is true), and the pawn is visible, noise notifications are not triggered.
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| FSeePawnDelegate__PawnSensingComponent | OnSeePawn |
| | Delegate to execute when we see a Pawn.
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| const float32 | PeripheralVisionCosine |
| | Cosine of limits of peripheral vision. Computed from PeripheralVisionAngle.
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| FHearNoiseDelegate__PawnSensingComponent | OnHearNoise |
| | Delegate to execute when we hear a noise from a Pawn's PawnNoiseEmitterComponent.
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| bool | bAutoActivate |
| | Whether the component is activated at creation or must be explicitly activated.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| | Array of user data stored with the component.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| | Array of user data stored with the component.
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| bool | bReplicates |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| FActorComponentTickFunction | PrimaryComponentTick |
| | Main tick function for the Component.
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| bool | bIsEditorOnly |
| | If true, the component will be excluded from non-editor builds.
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| bool | bReplicateUsingRegisteredSubObjectList |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
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| TArray< FName > | ComponentTags |
| | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
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| const EComponentCreationMethod | ComponentCreationMethod |
| const AActor | Owner |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| FActorComponentDeactivateSignature | OnComponentDeactivated |
| | Called when the component has been deactivated.
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| FActorComponentActivatedSignature | OnComponentActivated |
| | Called when the component has been activated, with parameter indicating if it was from a reset.
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| float32 | ComponentTickInterval |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
SensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients.