![]() The AI Sight config enables you to define parameters that allow an AI character to "see" things on your Level. This asks the Perception System to supply the Requestor with PredictedActor's predicted location in PredictionTime seconds. This is used to display a different radius in the debugger for Hearing Range.ĭetermines if Enemies, Neutrals, or Friendlies can trigger this sense. ![]() The distance in which this sense can be perceived by the AI Perception system. The AI Sense Class to use for this entry (defaults to AISense_Hearing). The AI Hearing sense can be used to detect sounds generated by a Report Noise Event, for example, a projectile hits something and generates a sound that can be registered with the AI Hearing sense. When using the AI Debugging tools, what color to draw the debug lines.ĭetermines the duration in which the stimuli generated by this sense becomes forgotten (0 means never forgotten).ĭetermines whether the given sense starts in an enabled state or must be manually enabled/disabled. The AI Sense Class to use for these entry (defaults to AISense_Damage). The Implementation property (which defaults to the engine class AISense_Damage) can be used to determine how damage events are handled, however, you can create your damage classes through C++ code. If you want your AI to react to damage events such as Event Any Damage, Event Point Damage, or Event Radial Damage, you can use the AI Damage Sense Config. This should be set to one of the senses configured in your Senses Config section or set to None. The Dominant Sense property can be used to assign a Sense that should take precedence over other senses when determining a sensed Actor's location. Depending on the type of Sense, different properties are available to adjust how the Sense is perceived. In addition to the common properties available in the Details panel for the AI Perception Component, you can add the type of Senses to perceive under the AI Perception and Senses Config section. Once the AI Perception Component has been added, you can access its properties inside the Details panel. To add the AI Perception Component, click the +Add**button in your Blueprint and select AIPerception**. You can also use several different functions to get information about what was sensed, what Actors were sensed, or even disable or enable a particular type of sense. The AI Perception Component is a type of Component that can be added to a Pawn's AIController Blueprint from the Components window and is used to define what senses to listen for, the parameters for those senses, and how to respond when a sense has been detected. When a stimuli source is registered, the event On Perception Updated (or On Target Perception Updated for target selection) is called which you can use to fire off a new Blueprint Script and (or) update variables that are used to validate branches in a Behavior Tree. This is accomplished with the AI Perception Component which acts as a stimuli listener and gathers registered Stimuli Sources. This provides a way for Pawns to receive data from the environment, such as where noises are coming from, if the AI was damaged by something, or if the AI sees something. ![]() In addition to Behavior Trees which can be used to make decisions on which logic to execute, and the Environmental Query System (EQS) used to retrieve information about the environment another tool you can use within the AI framework which provides sensory data for an AI is the AI Perception System. ![]()
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