class unreal.AIPerceptionComponent(outer=None, name='None')?

Bases: unreal.ActorComponent

AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched)

C++ Source:

  • Module: AIModule
  • File: AIPerceptionComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • dominant_sense (type(Class)): [Read-Write] Indicated sense that takes precedence over other senses when determining sensed actor’s location.
    Should be set to one of the senses configured in SensesConfig, or None.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • on_perception_updated (PerceptionUpdatedDelegate): [Read-Write] Might want to move these to special “BP_AIPerceptionComponent”
  • on_target_perception_updated (ActorPerceptionUpdatedDelegate): [Read-Write] On Target Perception Updated
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
  • senses_config (Array(AISenseConfig)): [Read-Write] Senses Config
forget_all() → None?

basically cleans up PerceptualData, resulting in loss of all previous perception

get_actors_perception(actor) → ActorPerceptionBlueprintInfo or None?

Retrieves whatever has been sensed about given actor

Parameters:actor (Actor) –
Returns:info (ActorPerceptionBlueprintInfo):
Return type:ActorPerceptionBlueprintInfo or None
get_currently_perceived_actors(sense_to_use) -> Array(Actor)?

If SenseToUse is none all actors currently perceived in any way will get fetched

Parameters:sense_to_use (type(Class)) –
Returns:out_actors (Array(Actor)):
Return type:Array(Actor)
get_known_perceived_actors(sense_to_use) -> Array(Actor)?

If SenseToUse is none all actors ever perceived in any way (and not forgotten yet) will get fetched

Parameters:sense_to_use (type(Class)) –
Returns:out_actors (Array(Actor)):
Return type:Array(Actor)
get_perceived_actors(sense_to_use) -> Array(Actor)?

Get Perceived Actors

Parameters:sense_to_use (type(Class)) –
Returns:out_actors (Array(Actor)):
Return type:Array(Actor)
get_perceived_hostile_actors() -> Array(Actor)?

blueprint interface

Returns:out_actors (Array(Actor)):
Return type:Array(Actor)

(PerceptionUpdatedDelegate) – [Read-Write] Might want to move these to special “BP_AIPerceptionComponent”


(ActorPerceptionUpdatedDelegate) – [Read-Write] On Target Perception Updated

request_stimuli_listener_update() → None?

Notifies AIPerceptionSystem to update properties for this “stimuli listener”

set_sense_enabled(sense_class, enable) → None?
Note that this works only if given sense has been already configured for
this component instance