G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FPerceptionHandler Struct Reference

Represents a character that wants to know when certain perception events occur. More...

Public Member Functions

Functions
FPerceptionHandler & IgnoreHostilityFromOrigin (ERelationshipHostility Hostility)
FPerceptionHandler & OnCharactersWith (FGameplayTag Tag)
FPerceptionHandler & OnCharactersWithAny (FGameplayTag Tag)
FPerceptionHandler & NotOnTargetCharactersWith (FGameplayTag Tag)
FPerceptionHandler & OnTargetCharactersWith (FGameplayTag Tag)
FPerceptionHandler & OnTargetCharactersWithAny (FGameplayTag Tag)
FPerceptionHandler & NotOnSensingCharactersWith (FGameplayTag Tag)
FPerceptionHandler & OnSensingCharactersWith (FGameplayTag Tag)
FPerceptionHandler & OnSensingCharactersWithAny (FGameplayTag Tag)
FPerceptionHandler & ViaSense (EPerceptionSense Sense)
FPerceptionHandler & WithAwareness (float32 Awareness)
FPerceptionHandler & ExitWithAwareness (float32 Awareness)
FPerceptionHandler & OnlyHandleWithAllSenseAwareness (EPerceptionSense Sense, float32 Awareness)
FPerceptionHandler & OnlyHandleWithAnySenseAwareness (EPerceptionSense Sense, float32 Awareness)
FPerceptionHandler & IgnoreWithSenseAwareness (EPerceptionSense Sense, float32 Awareness)
FPerceptionHandler & HandleOriginActor (AActor Actor)
FPerceptionHandler & ExcludeOriginActor (AActor Actor)
FPerceptionHandler & HandleInstigatorActor (AActor Actor)
FPerceptionHandler & ExcludeInstigatorActor (AActor Actor)
FPerceptionHandler & HandleAffectedActor (AActor Actor)
FPerceptionHandler & ExcludeAffectedActor (AActor Actor)
FPerceptionHandler & AddEvent (FGameplayTag Event)
FPerceptionHandler & AddExactEvent (FGameplayTag Event)
FPerceptionHandler & WhenTagIsAdded (FGameplayTag Tag)
FPerceptionHandler & WhenTagIsRemoved (FGameplayTag Tag)
FPerceptionHandler & HandleEffectCauserTag (FGameplayTag Tag)
FPerceptionHandler & IgnoreEffectCauserTag (FGameplayTag Tag)
FPerceptionHandler & FilterFunction (FPerceptionConditionDelegate Delegate)
FPerceptionHandler & TickRate (float32 UpdateRateSeconds)
FPerceptionHandler & ShouldUpdateOnChangeOriginTags (FGameplayTag Tag)
FPerceptionHandler & UpdateOnChangeSensingTags (FGameplayTag Tag)
FPerceptionHandler & UpdateOnEventTag (FGameplayTag Tag)
FPerceptionHandler & WithinRange (float32 MaxDistance)
FPerceptionHandler & OutsideRange (float32 MinDistance)
FPerceptionHandler & WithRelationship (ERelationship Relationship)
FPerceptionHandler & IgnoreRelationship (ERelationship Relationship)
FPerceptionHandler & WithHostility (ERelationshipHostility Hostility)
FPerceptionHandler & IgnoreHostility (ERelationshipHostility Hostility)
FPerceptionHandler & WithRelativeRank (ERelationshipRelativeRank RelativeRank)
FPerceptionHandler & IgnoreRelativeRank (ERelationshipRelativeRank RelativeRank)
FPerceptionHandler & WithRelationshipFromOrigin (ERelationship Relationship)
FPerceptionHandler & IgnoreRelationshipFromOrigin (ERelationship Relationship)
FPerceptionHandler & WithHostilityFromOrigin (ERelationshipHostility Hostility)
FPerceptionHandler & NotOnCharactersWith (FGameplayTag Tag)
FPerceptionHandler & WithRelativeRankFromOrigin (ERelationshipRelativeRank RelativeRank)
FPerceptionHandler & IgnoreRelativeRankFromOrigin (ERelationshipRelativeRank RelativeRank)
FPerceptionHandler & WithTargetRelationship (ERelationship Relationship)
FPerceptionHandler & IgnoreTargetRelationship (ERelationship Relationship)
FPerceptionHandler & WithTargetHostility (ERelationshipHostility Hostility)
FPerceptionHandler & IgnoreTargetHostility (ERelationshipHostility Hostility)
FPerceptionHandler & WithTargetRelativeRank (ERelationshipRelativeRank RelativeRank)
FPerceptionHandler & IgnoreTargetRelativeRank (ERelationshipRelativeRank RelativeRank)
FPerceptionHandler & Delay (float32 DelaySeconds, float32 DelayVariance=0.0f)
FPerceptionHandler & SetCooldownOnPerceptionGained (float32 CoolDownSeconds)
FPerceptionHandler & SetCooldownOnPerceptionLost (float32 CoolDownSeconds)
FPerceptionHandler & HandleOriginLookingAtSensor (bool bShouldFilter)
FPerceptionHandler & HandleOriginLookingAtAllys (bool bShouldFilter)
FPerceptionHandler & HandleOriginLookingAtSensorOrAllys (bool bShouldFilter)
FPerceptionHandler & HandleSensorLookingAtSomeOne (bool bShouldFilter)
FPerceptionHandler & MaxPathLength (float32 MaxPathlength)
FPerceptionHandler & MinPathLength (float32 MinPathlength)
FPerceptionHandler & RequireFreeLineOfSight (bool bRequireFreeLineOfSight)
FPerceptionHandler & RequireInteractiveObject (bool bRequireInteractiveObject)
FPerceptionHandler & RequireOriginCharacter (bool bRequireOriginCharacter)
FPerceptionHandler & RequireTargetCharacter (bool bRequireTargetCharacter)
FPerceptionHandler & RequireInstigatorCharacter (bool bRequireInstigatorCharacter)
FPerceptionHandler & RequireAffectedCharacter (bool bRequireAffectedCharacter)
FPerceptionHandler & HandleSensorOwnership (EOwnershipRelationFlags Ownership)
FPerceptionHandler & IgnoreSensorOwnership (EOwnershipRelationFlags Ownership)
FPerceptionHandler & HandleOriginOwnership (EOwnershipRelationFlags Ownership)
FPerceptionHandler & IgnoreOriginOwnership (EOwnershipRelationFlags Ownership)
FPerceptionHandler & HandleInteractiveObjectsOfType (TSubclassOf< UInteractiveObjectDefinition > Definition)
FPerceptionHandler & IgnoreInteractiveObjectsOfType (TSubclassOf< UInteractiveObjectDefinition > Definition)
FPerceptionHandler & RequiredItemType (FGameplayTag ItemType)
FPerceptionHandler & IgnoreItemsOfType (FGameplayTag ItemType)
FPerceptionHandler & HandleItemsWithSpec (FGameplayTag Tag)
FPerceptionHandler & IgnoreItemsWithSpec (FGameplayTag Tag)
FPerceptionHandler & HandleItemsWithValue (float32 Value)
FPerceptionHandler & HandleItemsWithEffect (FGameplayTag EffectTag, float32 Magnitude)
FPerceptionHandler & RequireSensingSource (bool bRequiresSensing)
FPerceptionHandler & WhenWouldPursueCrime (FGameplayTag Permission)
FPerceptionHandler & HandlePerceptionInSensorArea (bool ContextObject)
FPerceptionHandler & HandlePerceptionInSensorGuildArea (bool ContextObject)
FPerceptionHandler & HandlePerceptionInSensorPersonalArea (bool ContextObject)
FPerceptionHandler & AddDebugInfo (FString DebugInfo)
FPerceptionHandlerHandle & ToHandle (UObject ContextObject)
FPerceptionHandler & opAssign (FPerceptionHandler Other)

Public Attributes

PerceptionHandler
TArray< TWeakObjectPtr< AActor > > HandledInstigatorActors
 If non-empty, only handle the listed actors.
FGameplayTagContainer HandleCharactersWithAny
 Only do this query on characters which have any these tags.
FGameplayTagContainer IgnoreCharactersWith
 Only do this query on characters which do not have any of these tags.
FGameplayTagContainer HandleTargetCharactersWith
 Only do this query on characters which have all these tags.
FGameplayTagContainer HandleTargetCharactersWithAny
 Only do this query on characters which have any these tags.
FGameplayTagContainer IgnoreTargetCharactersWith
 Only do this query on characters which do not have any of these tags.
FGameplayTagContainer HandleAffectedCharactersWith
 Only do this query on characters which have all these tags.
FGameplayTagContainer HandleAffectedCharactersWithAny
 Only do this query on characters which have any these tags.
FGameplayTagContainer IgnoreAffectedCharactersWith
 Only do this query on characters which do not have any of these tags.
FGameplayTagContainer HandleInstigatorCharactersWith
 Only do this query on characters which have all these tags.
FGameplayTagContainer HandleInstigatorCharactersWithAny
 Only do this query on characters which have any these tags.
FGameplayTagContainer IgnoreInstigatorCharactersWith
 Only do this query on characters which do not have any of these tags.
FGameplayTagContainer HandleSensingCharactersWith
 Only do this query on sensing/owner characters which have all these tags.
FGameplayTagContainer HandleSensingCharactersWithAny
 Only do this query on sensing/owner characters which have any these tags.
FGameplayTagContainer IgnoreSensingCharactersWith
 Only do this query on sensing/owner characters which do not have any of these tags.
bool bOriginHasToBeACharacter
bool bTargetHasToBeACharacter
bool bAffectedHasToBeACharacter
bool bInstigatorHasToBeACharacter
float32 TickRateSeconds
 How often this handler should be raised again while it still applies for a character. (-1 for only on actual events).
float32 MaxDistanceToOther
 Handler only fires, if the event happened within this distance.
float32 MinDistanceToOther
 Handler only fires, if the event happened outside this distance.
float32 EntryAwareness
 Handler only fires, if the event has at least this awareness.
float32 ExitAwareness
 Handler stops firing, if the awareness is less then this.
float32 MaximalPathLength
float32 MinimalPathLength
bool bFilterForCharactersLookingAtSensor
bool bFilterForCharactersLookingAtAllys
bool bFilterForCharactersLookingAtSensorOrAllys
bool bFilterForSensorLookingAtSomeone
bool bRequireFreeLineOfSight
 If true, there cannot be any obstructions between PerceptionOrigin and Senser. Otherwise, the Awareness mechanism may allow a wall between the agents for a short amount of time. This is also useful for Hearing/Smelling perceptions, which don't care so much for walls.
bool bRequireInteractiveObject
 Handler only fires if an InteractionObject is perceived.
TArray< TWeakObjectPtr< AActor > > HandledOriginActors
 If non-empty, only handle the listed actors.
TArray< TWeakObjectPtr< AActor > > ExcludedOriginActors
 If non-empty, never handle the listed actors.
TArray< TWeakObjectPtr< AActor > > ExcludedInstigatorActors
 If non-empty, never handle the listed actors.
FGameplayTagContainer HandleCharactersWith
 Only do this query on characters which have all these tags.
TArray< TWeakObjectPtr< AActor > > HandledAffectedActors
 If non-empty, only handle the listed actors.
TArray< TWeakObjectPtr< AActor > > ExcludedAffectedActors
 If non-empty, never handle the listed actors.
FGameplayTagContainer AllowedEventTags
 Only do this if the event has any of these tags.
FGameplayTagContainer AllowedExactEventTags
 Only do this if the event has any of these exact tags.
FGameplayTagContainer GainedCharacterTags
 Raise this perception when one of these tags was added/removed to the character. Only for update-events.
FGameplayTagContainer LostCharacterTags
FGameplayTagContainer HandleEffectCauserWithTags
FGameplayTagContainer IgnoreEffectCauserWithTags
FPerceptionDelegate PerceptionGained
 Delegate that is fired when we gained perception of a character that matches the queries.
FPerceptionDelegate PerceptionLost
 Delegate that is fired when we lost perception of a character that matches the queries.
FGameplayTagContainer ShouldUpdateOnOriginChangedTag
FGameplayTagContainer ShouldUpdateOnSensorChangedTag
FGameplayTagContainer ShouldUpdateOnEvent
 Raise a perception update when this event was reported.
EOwnershipRelationFlags HandleSensorObjectOwnership
 Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Sensor.
EOwnershipRelationFlags IgnoreSensorObjectOwnership
 Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Sensor.
EOwnershipRelationFlags HandleOriginObjectOwnership
 Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Origin.
EOwnershipRelationFlags IgnoreOriginObjectOwnership
 Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Origin.
TArray< TSubclassOf< UInteractiveObjectDefinition > > HandleInteractiveObjects
 Handler only fires if one of this InteractionObjects is perceived.
TArray< TSubclassOf< UInteractiveObjectDefinition > > IgnoreInteractiveObjects
 Handler dont fires if one of this InteractionObjects is perceived.
FGameplayTag OnlyHandleItemsOfType
 Handler only fires if an item of this type is perceived.
FGameplayTagContainer IgnoreItemTypes
 Handler dont fires if an item of this type is perceived.
FGameplayTagContainer HandleItemSpecs
 Handler only fires if an item with this specs is perceived.
FGameplayTagContainer IgnoreItemSpecs
 Handler dont fires if an item with this specs is perceived.
TMap< FGameplayTag, float32 > HandleItemConsumeEffects
 Handler only fires if an item has a consume effect with this Tag and magnitude.
TArray< EPerceptionSense > RequiredSense
 Handler only fires, if the event was sensed with this sense. If its None Handler fires regardless of the sense.
float32 HandleItemValue
 Handler only fires if an item with this value or with a higher value is perceived.
float32 DelaySeconds
 Wait this many seconds before actually calling the handlers.
float32 DelayVariance
 Random amount of seconds to be added to DelaySeconds (0..DelayVariance).
float32 PerceptionGainedCooldownSeconds
 Wait this many seconds before its able to be fire PerceptionGained again.
float32 PerceptionLostCooldownSeconds
 Wait this many seconds before its able to be fire PerceptionLost again.
bool bRequiresSensing
 Some broadcasts can be done without the target character sensing the source.
bool bRequiresOriginToBeInSensorArea
bool bRequiresOriginToBeInSensorGuildArea
bool bRequiresOriginToBeInSensorPersonalArea
TArray< FPerceptionConditionDelegate > OnShouldHandlePair
 Custom condition delegate that is called before executing the handler. Return false here to not execute.

Detailed Description

Represents a character that wants to know when certain perception events occur.

Member Function Documentation

◆ AddDebugInfo()

FPerceptionHandler & AddDebugInfo ( FString DebugInfo)

◆ AddEvent()

FPerceptionHandler & AddEvent ( FGameplayTag Event)

◆ AddExactEvent()

FPerceptionHandler & AddExactEvent ( FGameplayTag Event)

◆ Delay()

FPerceptionHandler & Delay ( float32 DelaySeconds,
float32 DelayVariance = 0.0f )

◆ ExcludeAffectedActor()

FPerceptionHandler & ExcludeAffectedActor ( AActor Actor)

◆ ExcludeInstigatorActor()

FPerceptionHandler & ExcludeInstigatorActor ( AActor Actor)

◆ ExcludeOriginActor()

FPerceptionHandler & ExcludeOriginActor ( AActor Actor)

◆ ExitWithAwareness()

FPerceptionHandler & ExitWithAwareness ( float32 Awareness)

◆ FilterFunction()

FPerceptionHandler & FilterFunction ( FPerceptionConditionDelegate Delegate)

◆ HandleAffectedActor()

FPerceptionHandler & HandleAffectedActor ( AActor Actor)

◆ HandleEffectCauserTag()

FPerceptionHandler & HandleEffectCauserTag ( FGameplayTag Tag)

◆ HandleInstigatorActor()

FPerceptionHandler & HandleInstigatorActor ( AActor Actor)

◆ HandleInteractiveObjectsOfType()

FPerceptionHandler & HandleInteractiveObjectsOfType ( TSubclassOf< UInteractiveObjectDefinition > Definition)

◆ HandleItemsWithEffect()

FPerceptionHandler & HandleItemsWithEffect ( FGameplayTag EffectTag,
float32 Magnitude )

◆ HandleItemsWithSpec()

FPerceptionHandler & HandleItemsWithSpec ( FGameplayTag Tag)

◆ HandleItemsWithValue()

FPerceptionHandler & HandleItemsWithValue ( float32 Value)

◆ HandleOriginActor()

FPerceptionHandler & HandleOriginActor ( AActor Actor)

◆ HandleOriginLookingAtAllys()

FPerceptionHandler & HandleOriginLookingAtAllys ( bool bShouldFilter)

◆ HandleOriginLookingAtSensor()

FPerceptionHandler & HandleOriginLookingAtSensor ( bool bShouldFilter)

◆ HandleOriginLookingAtSensorOrAllys()

FPerceptionHandler & HandleOriginLookingAtSensorOrAllys ( bool bShouldFilter)

◆ HandleOriginOwnership()

FPerceptionHandler & HandleOriginOwnership ( EOwnershipRelationFlags Ownership)

◆ HandlePerceptionInSensorArea()

FPerceptionHandler & HandlePerceptionInSensorArea ( bool ContextObject)

◆ HandlePerceptionInSensorGuildArea()

FPerceptionHandler & HandlePerceptionInSensorGuildArea ( bool ContextObject)

◆ HandlePerceptionInSensorPersonalArea()

FPerceptionHandler & HandlePerceptionInSensorPersonalArea ( bool ContextObject)

◆ HandleSensorLookingAtSomeOne()

FPerceptionHandler & HandleSensorLookingAtSomeOne ( bool bShouldFilter)

◆ HandleSensorOwnership()

FPerceptionHandler & HandleSensorOwnership ( EOwnershipRelationFlags Ownership)

◆ IgnoreEffectCauserTag()

FPerceptionHandler & IgnoreEffectCauserTag ( FGameplayTag Tag)

◆ IgnoreHostility()

FPerceptionHandler & IgnoreHostility ( ERelationshipHostility Hostility)

◆ IgnoreHostilityFromOrigin()

FPerceptionHandler & IgnoreHostilityFromOrigin ( ERelationshipHostility Hostility)

◆ IgnoreInteractiveObjectsOfType()

FPerceptionHandler & IgnoreInteractiveObjectsOfType ( TSubclassOf< UInteractiveObjectDefinition > Definition)

◆ IgnoreItemsOfType()

FPerceptionHandler & IgnoreItemsOfType ( FGameplayTag ItemType)

◆ IgnoreItemsWithSpec()

FPerceptionHandler & IgnoreItemsWithSpec ( FGameplayTag Tag)

◆ IgnoreOriginOwnership()

FPerceptionHandler & IgnoreOriginOwnership ( EOwnershipRelationFlags Ownership)

◆ IgnoreRelationship()

FPerceptionHandler & IgnoreRelationship ( ERelationship Relationship)

◆ IgnoreRelationshipFromOrigin()

FPerceptionHandler & IgnoreRelationshipFromOrigin ( ERelationship Relationship)

◆ IgnoreRelativeRank()

FPerceptionHandler & IgnoreRelativeRank ( ERelationshipRelativeRank RelativeRank)

◆ IgnoreRelativeRankFromOrigin()

FPerceptionHandler & IgnoreRelativeRankFromOrigin ( ERelationshipRelativeRank RelativeRank)

◆ IgnoreSensorOwnership()

FPerceptionHandler & IgnoreSensorOwnership ( EOwnershipRelationFlags Ownership)

◆ IgnoreTargetHostility()

FPerceptionHandler & IgnoreTargetHostility ( ERelationshipHostility Hostility)

◆ IgnoreTargetRelationship()

FPerceptionHandler & IgnoreTargetRelationship ( ERelationship Relationship)

◆ IgnoreTargetRelativeRank()

FPerceptionHandler & IgnoreTargetRelativeRank ( ERelationshipRelativeRank RelativeRank)

◆ IgnoreWithSenseAwareness()

FPerceptionHandler & IgnoreWithSenseAwareness ( EPerceptionSense Sense,
float32 Awareness )

◆ MaxPathLength()

FPerceptionHandler & MaxPathLength ( float32 MaxPathlength)

◆ MinPathLength()

FPerceptionHandler & MinPathLength ( float32 MinPathlength)

◆ NotOnCharactersWith()

FPerceptionHandler & NotOnCharactersWith ( FGameplayTag Tag)

◆ NotOnSensingCharactersWith()

FPerceptionHandler & NotOnSensingCharactersWith ( FGameplayTag Tag)

◆ NotOnTargetCharactersWith()

FPerceptionHandler & NotOnTargetCharactersWith ( FGameplayTag Tag)

◆ OnCharactersWith()

FPerceptionHandler & OnCharactersWith ( FGameplayTag Tag)

◆ OnCharactersWithAny()

FPerceptionHandler & OnCharactersWithAny ( FGameplayTag Tag)

◆ OnlyHandleWithAllSenseAwareness()

FPerceptionHandler & OnlyHandleWithAllSenseAwareness ( EPerceptionSense Sense,
float32 Awareness )

◆ OnlyHandleWithAnySenseAwareness()

FPerceptionHandler & OnlyHandleWithAnySenseAwareness ( EPerceptionSense Sense,
float32 Awareness )

◆ OnSensingCharactersWith()

FPerceptionHandler & OnSensingCharactersWith ( FGameplayTag Tag)

◆ OnSensingCharactersWithAny()

FPerceptionHandler & OnSensingCharactersWithAny ( FGameplayTag Tag)

◆ OnTargetCharactersWith()

FPerceptionHandler & OnTargetCharactersWith ( FGameplayTag Tag)

◆ OnTargetCharactersWithAny()

FPerceptionHandler & OnTargetCharactersWithAny ( FGameplayTag Tag)

◆ opAssign()

◆ OutsideRange()

FPerceptionHandler & OutsideRange ( float32 MinDistance)

◆ RequireAffectedCharacter()

FPerceptionHandler & RequireAffectedCharacter ( bool bRequireAffectedCharacter)

◆ RequiredItemType()

FPerceptionHandler & RequiredItemType ( FGameplayTag ItemType)

◆ RequireFreeLineOfSight()

FPerceptionHandler & RequireFreeLineOfSight ( bool bRequireFreeLineOfSight)

◆ RequireInstigatorCharacter()

FPerceptionHandler & RequireInstigatorCharacter ( bool bRequireInstigatorCharacter)

◆ RequireInteractiveObject()

FPerceptionHandler & RequireInteractiveObject ( bool bRequireInteractiveObject)

◆ RequireOriginCharacter()

FPerceptionHandler & RequireOriginCharacter ( bool bRequireOriginCharacter)

◆ RequireSensingSource()

FPerceptionHandler & RequireSensingSource ( bool bRequiresSensing)

◆ RequireTargetCharacter()

FPerceptionHandler & RequireTargetCharacter ( bool bRequireTargetCharacter)

◆ SetCooldownOnPerceptionGained()

FPerceptionHandler & SetCooldownOnPerceptionGained ( float32 CoolDownSeconds)

◆ SetCooldownOnPerceptionLost()

FPerceptionHandler & SetCooldownOnPerceptionLost ( float32 CoolDownSeconds)

◆ ShouldUpdateOnChangeOriginTags()

FPerceptionHandler & ShouldUpdateOnChangeOriginTags ( FGameplayTag Tag)

◆ TickRate()

FPerceptionHandler & TickRate ( float32 UpdateRateSeconds)

◆ ToHandle()

FPerceptionHandlerHandle & ToHandle ( UObject ContextObject)

◆ UpdateOnChangeSensingTags()

FPerceptionHandler & UpdateOnChangeSensingTags ( FGameplayTag Tag)

◆ UpdateOnEventTag()

FPerceptionHandler & UpdateOnEventTag ( FGameplayTag Tag)

◆ ViaSense()

FPerceptionHandler & ViaSense ( EPerceptionSense Sense)

◆ WhenTagIsAdded()

FPerceptionHandler & WhenTagIsAdded ( FGameplayTag Tag)

◆ WhenTagIsRemoved()

FPerceptionHandler & WhenTagIsRemoved ( FGameplayTag Tag)

◆ WhenWouldPursueCrime()

FPerceptionHandler & WhenWouldPursueCrime ( FGameplayTag Permission)

◆ WithAwareness()

FPerceptionHandler & WithAwareness ( float32 Awareness)

◆ WithHostility()

FPerceptionHandler & WithHostility ( ERelationshipHostility Hostility)

◆ WithHostilityFromOrigin()

FPerceptionHandler & WithHostilityFromOrigin ( ERelationshipHostility Hostility)

◆ WithinRange()

FPerceptionHandler & WithinRange ( float32 MaxDistance)

◆ WithRelationship()

FPerceptionHandler & WithRelationship ( ERelationship Relationship)

◆ WithRelationshipFromOrigin()

FPerceptionHandler & WithRelationshipFromOrigin ( ERelationship Relationship)

◆ WithRelativeRank()

FPerceptionHandler & WithRelativeRank ( ERelationshipRelativeRank RelativeRank)

◆ WithRelativeRankFromOrigin()

FPerceptionHandler & WithRelativeRankFromOrigin ( ERelationshipRelativeRank RelativeRank)

◆ WithTargetHostility()

FPerceptionHandler & WithTargetHostility ( ERelationshipHostility Hostility)

◆ WithTargetRelationship()

FPerceptionHandler & WithTargetRelationship ( ERelationship Relationship)

◆ WithTargetRelativeRank()

FPerceptionHandler & WithTargetRelativeRank ( ERelationshipRelativeRank RelativeRank)

Member Data Documentation

◆ AllowedEventTags

FGameplayTagContainer AllowedEventTags

Only do this if the event has any of these tags.

◆ AllowedExactEventTags

FGameplayTagContainer AllowedExactEventTags

Only do this if the event has any of these exact tags.

◆ bAffectedHasToBeACharacter

bool bAffectedHasToBeACharacter

◆ bFilterForCharactersLookingAtAllys

bool bFilterForCharactersLookingAtAllys

◆ bFilterForCharactersLookingAtSensor

bool bFilterForCharactersLookingAtSensor

◆ bFilterForCharactersLookingAtSensorOrAllys

bool bFilterForCharactersLookingAtSensorOrAllys

◆ bFilterForSensorLookingAtSomeone

bool bFilterForSensorLookingAtSomeone

◆ bInstigatorHasToBeACharacter

bool bInstigatorHasToBeACharacter

◆ bOriginHasToBeACharacter

bool bOriginHasToBeACharacter

◆ bRequireFreeLineOfSight

bool bRequireFreeLineOfSight

If true, there cannot be any obstructions between PerceptionOrigin and Senser. Otherwise, the Awareness mechanism may allow a wall between the agents for a short amount of time. This is also useful for Hearing/Smelling perceptions, which don't care so much for walls.

◆ bRequireInteractiveObject

bool bRequireInteractiveObject

Handler only fires if an InteractionObject is perceived.

◆ bRequiresOriginToBeInSensorArea

bool bRequiresOriginToBeInSensorArea

◆ bRequiresOriginToBeInSensorGuildArea

bool bRequiresOriginToBeInSensorGuildArea

◆ bRequiresOriginToBeInSensorPersonalArea

bool bRequiresOriginToBeInSensorPersonalArea

◆ bRequiresSensing

bool bRequiresSensing

Some broadcasts can be done without the target character sensing the source.

◆ bTargetHasToBeACharacter

bool bTargetHasToBeACharacter

◆ DelaySeconds

float32 DelaySeconds

Wait this many seconds before actually calling the handlers.

◆ DelayVariance

float32 DelayVariance

Random amount of seconds to be added to DelaySeconds (0..DelayVariance).

◆ EntryAwareness

float32 EntryAwareness

Handler only fires, if the event has at least this awareness.

◆ ExcludedAffectedActors

TArray<TWeakObjectPtr<AActor> > ExcludedAffectedActors

If non-empty, never handle the listed actors.

◆ ExcludedInstigatorActors

TArray<TWeakObjectPtr<AActor> > ExcludedInstigatorActors

If non-empty, never handle the listed actors.

◆ ExcludedOriginActors

TArray<TWeakObjectPtr<AActor> > ExcludedOriginActors

If non-empty, never handle the listed actors.

◆ ExitAwareness

float32 ExitAwareness

Handler stops firing, if the awareness is less then this.

◆ GainedCharacterTags

FGameplayTagContainer GainedCharacterTags

Raise this perception when one of these tags was added/removed to the character. Only for update-events.

◆ HandleAffectedCharactersWith

FGameplayTagContainer HandleAffectedCharactersWith

Only do this query on characters which have all these tags.

◆ HandleAffectedCharactersWithAny

FGameplayTagContainer HandleAffectedCharactersWithAny

Only do this query on characters which have any these tags.

◆ HandleCharactersWith

FGameplayTagContainer HandleCharactersWith

Only do this query on characters which have all these tags.

◆ HandleCharactersWithAny

FGameplayTagContainer HandleCharactersWithAny

Only do this query on characters which have any these tags.

◆ HandledAffectedActors

TArray<TWeakObjectPtr<AActor> > HandledAffectedActors

If non-empty, only handle the listed actors.

◆ HandledInstigatorActors

TArray<TWeakObjectPtr<AActor> > HandledInstigatorActors

If non-empty, only handle the listed actors.

◆ HandledOriginActors

TArray<TWeakObjectPtr<AActor> > HandledOriginActors

If non-empty, only handle the listed actors.

◆ HandleEffectCauserWithTags

FGameplayTagContainer HandleEffectCauserWithTags

◆ HandleInstigatorCharactersWith

FGameplayTagContainer HandleInstigatorCharactersWith

Only do this query on characters which have all these tags.

◆ HandleInstigatorCharactersWithAny

FGameplayTagContainer HandleInstigatorCharactersWithAny

Only do this query on characters which have any these tags.

◆ HandleInteractiveObjects

TArray<TSubclassOf<UInteractiveObjectDefinition> > HandleInteractiveObjects

Handler only fires if one of this InteractionObjects is perceived.

◆ HandleItemConsumeEffects

TMap<FGameplayTag,float32> HandleItemConsumeEffects

Handler only fires if an item has a consume effect with this Tag and magnitude.

◆ HandleItemSpecs

FGameplayTagContainer HandleItemSpecs

Handler only fires if an item with this specs is perceived.

◆ HandleItemValue

float32 HandleItemValue

Handler only fires if an item with this value or with a higher value is perceived.

◆ HandleOriginObjectOwnership

EOwnershipRelationFlags HandleOriginObjectOwnership

Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Origin.

◆ HandleSensingCharactersWith

FGameplayTagContainer HandleSensingCharactersWith

Only do this query on sensing/owner characters which have all these tags.

◆ HandleSensingCharactersWithAny

FGameplayTagContainer HandleSensingCharactersWithAny

Only do this query on sensing/owner characters which have any these tags.

◆ HandleSensorObjectOwnership

EOwnershipRelationFlags HandleSensorObjectOwnership

Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Sensor.

◆ HandleTargetCharactersWith

FGameplayTagContainer HandleTargetCharactersWith

Only do this query on characters which have all these tags.

◆ HandleTargetCharactersWithAny

FGameplayTagContainer HandleTargetCharactersWithAny

Only do this query on characters which have any these tags.

◆ IgnoreAffectedCharactersWith

FGameplayTagContainer IgnoreAffectedCharactersWith

Only do this query on characters which do not have any of these tags.

◆ IgnoreCharactersWith

FGameplayTagContainer IgnoreCharactersWith

Only do this query on characters which do not have any of these tags.

◆ IgnoreEffectCauserWithTags

FGameplayTagContainer IgnoreEffectCauserWithTags

◆ IgnoreInstigatorCharactersWith

FGameplayTagContainer IgnoreInstigatorCharactersWith

Only do this query on characters which do not have any of these tags.

◆ IgnoreInteractiveObjects

TArray<TSubclassOf<UInteractiveObjectDefinition> > IgnoreInteractiveObjects

Handler dont fires if one of this InteractionObjects is perceived.

◆ IgnoreItemSpecs

FGameplayTagContainer IgnoreItemSpecs

Handler dont fires if an item with this specs is perceived.

◆ IgnoreItemTypes

FGameplayTagContainer IgnoreItemTypes

Handler dont fires if an item of this type is perceived.

◆ IgnoreOriginObjectOwnership

EOwnershipRelationFlags IgnoreOriginObjectOwnership

Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Origin.

◆ IgnoreSensingCharactersWith

FGameplayTagContainer IgnoreSensingCharactersWith

Only do this query on sensing/owner characters which do not have any of these tags.

◆ IgnoreSensorObjectOwnership

EOwnershipRelationFlags IgnoreSensorObjectOwnership

Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Sensor.

◆ IgnoreTargetCharactersWith

FGameplayTagContainer IgnoreTargetCharactersWith

Only do this query on characters which do not have any of these tags.

◆ LostCharacterTags

FGameplayTagContainer LostCharacterTags

◆ MaxDistanceToOther

float32 MaxDistanceToOther

Handler only fires, if the event happened within this distance.

◆ MaximalPathLength

float32 MaximalPathLength

◆ MinDistanceToOther

float32 MinDistanceToOther

Handler only fires, if the event happened outside this distance.

◆ MinimalPathLength

float32 MinimalPathLength

◆ OnlyHandleItemsOfType

FGameplayTag OnlyHandleItemsOfType

Handler only fires if an item of this type is perceived.

◆ OnShouldHandlePair

TArray<FPerceptionConditionDelegate> OnShouldHandlePair

Custom condition delegate that is called before executing the handler. Return false here to not execute.

◆ PerceptionGained

FPerceptionDelegate PerceptionGained

Delegate that is fired when we gained perception of a character that matches the queries.

◆ PerceptionGainedCooldownSeconds

float32 PerceptionGainedCooldownSeconds

Wait this many seconds before its able to be fire PerceptionGained again.

◆ PerceptionLost

FPerceptionDelegate PerceptionLost

Delegate that is fired when we lost perception of a character that matches the queries.

◆ PerceptionLostCooldownSeconds

float32 PerceptionLostCooldownSeconds

Wait this many seconds before its able to be fire PerceptionLost again.

◆ RequiredSense

TArray<EPerceptionSense> RequiredSense

Handler only fires, if the event was sensed with this sense. If its None Handler fires regardless of the sense.

◆ ShouldUpdateOnEvent

FGameplayTagContainer ShouldUpdateOnEvent

Raise a perception update when this event was reported.

◆ ShouldUpdateOnOriginChangedTag

FGameplayTagContainer ShouldUpdateOnOriginChangedTag

◆ ShouldUpdateOnSensorChangedTag

FGameplayTagContainer ShouldUpdateOnSensorChangedTag

◆ TickRateSeconds

float32 TickRateSeconds

How often this handler should be raised again while it still applies for a character. (-1 for only on actual events).