UCLASS(ClassGroup = AI, config = Game)
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#include <VRAIPerceptionOverrides.h>
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virtual void | OnListenerForgetsActor (const FPerceptionListener &Listener, AActor &ActorToForget) override |
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virtual void | OnListenerForgetsAll (const FPerceptionListener &Listener) override |
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virtual void | PostInitProperties () override |
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void | RegisterEvent (const FAISightEventVR &Event) |
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virtual void | RegisterSource (AActor &SourceActors) override |
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bool | RegisterTarget (AActor &TargetActor, FQueriesOperationPostProcess PostProcess) |
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bool | RegisterTarget (AActor &TargetActor, FQueriesOperationPostProcess PostProcess, TFunctionRef< void(FAISightQueryVR &)> OnAddedFunc) |
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void | RemoveAllQueriesByListener (const FPerceptionListener &Listener, FQueriesOperationPostProcess PostProcess) |
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void | RemoveAllQueriesByListener (const FPerceptionListener &Listener, FQueriesOperationPostProcess PostProcess, TFunctionRef< void(const FAISightQueryVR &)> OnRemoveFunc) |
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void | RemoveAllQueriesToTarget (const FAISightTargetVR::FTargetId &TargetId, FQueriesOperationPostProcess PostProcess) |
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void | RemoveAllQueriesToTarget (const FAISightTargetVR::FTargetId &TargetId, FQueriesOperationPostProcess PostProcess, TFunctionRef< void(const FAISightQueryVR &)> OnRemoveFunc) |
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FORCEINLINE void | SortQueries () |
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virtual void | UnregisterSource (AActor &SourceActor) override |
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float | CalcQueryImportance (const FPerceptionListener &Listener, const FVector &TargetLocation, const float SightRadiusSq) const |
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void | GenerateQueriesForListener (const FPerceptionListener &Listener, const FDigestedSightProperties &PropertyDigest, const TFunction< void(FAISightQueryVR &)> &OnAddedFunc=nullptr) |
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virtual void | OnListenerConfigUpdated (const FPerceptionListener &UpdatedListener) override |
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void | OnListenerRemovedImpl (const FPerceptionListener &RemovedListener) |
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void | OnListenerUpdateImpl (const FPerceptionListener &UpdatedListener) |
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void | OnNewListenerImpl (const FPerceptionListener &NewListener) |
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bool | RegisterTarget (AActor &TargetActor, const TFunction< void(FAISightQueryVR &)> &OnAddedFunc=nullptr) |
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void | RemoveAllQueriesByListener (const FPerceptionListener &Listener, const TFunction< void(const FAISightQueryVR &)> &OnRemoveFunc=nullptr) |
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void | RemoveAllQueriesToTarget (const FAISightTargetVR::FTargetId &TargetId, const TFunction< void(const FAISightQueryVR &)> &OnRemoveFunc=nullptr) |
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virtual bool | ShouldAutomaticallySeeTarget (const FDigestedSightProperties &PropDigest, FAISightQueryVR *SightQuery, FPerceptionListener &Listener, AActor *TargetActor, float &OutStimulusStrength) const |
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virtual float | Update () override |
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ECollisionChannel | DefaultSightCollisionChannel |
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float | HighImportanceDistanceSquare |
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float | HighImportanceQueryDistanceThreshold |
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float | MaxQueryImportance |
| UPROPERTY(EditDefaultsOnly, Category = "AI Perception", config)
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double | MaxTimeSlicePerTick |
| UPROPERTY(EditDefaultsOnly, Category = "AI Perception", config)
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int32 | MaxTracesPerTick |
| UPROPERTY(EditDefaultsOnly, Category = "AI Perception", config)
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int32 | MinQueriesPerTimeSliceCheck |
| UPROPERTY(EditDefaultsOnly, Category = "AI Perception", config)
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float | SightLimitQueryImportance |
| UPROPERTY(EditDefaultsOnly, Category = "AI Perception", config)
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UCLASS(ClassGroup = AI, config = Game)
Definition at line 217 of file VRAIPerceptionOverrides.h.
◆ FTargetsContainer
◆ FQueriesOperationPostProcess
◆ CalcQueryImportance()
FORCEINLINE_DEBUGGABLE float UAISense_Sight_VR::CalcQueryImportance |
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const FPerceptionListener & | Listener, |
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const FVector & | TargetLocation, |
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const float | SightRadiusSq ) const |
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◆ GENERATED_UCLASS_BODY()
UAISense_Sight_VR::GENERATED_UCLASS_BODY |
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◆ GenerateQueriesForListener()
void UAISense_Sight_VR::GenerateQueriesForListener |
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const FPerceptionListener & | Listener, |
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const FDigestedSightProperties & | PropertyDigest, |
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const TFunction< void(FAISightQueryVR &)> & | OnAddedFunc = nullptr ) |
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◆ OnListenerConfigUpdated()
void UAISense_Sight_VR::OnListenerConfigUpdated |
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const FPerceptionListener & | UpdatedListener | ) |
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overrideprotectedvirtual |
◆ OnListenerForgetsActor()
void UAISense_Sight_VR::OnListenerForgetsActor |
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const FPerceptionListener & | Listener, |
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AActor & | ActorToForget ) |
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overridevirtual |
◆ OnListenerForgetsAll()
void UAISense_Sight_VR::OnListenerForgetsAll |
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const FPerceptionListener & | Listener | ) |
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overridevirtual |
◆ OnListenerRemovedImpl()
void UAISense_Sight_VR::OnListenerRemovedImpl |
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const FPerceptionListener & | RemovedListener | ) |
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◆ OnListenerUpdateImpl()
void UAISense_Sight_VR::OnListenerUpdateImpl |
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const FPerceptionListener & | UpdatedListener | ) |
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◆ OnNewListenerImpl()
void UAISense_Sight_VR::OnNewListenerImpl |
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const FPerceptionListener & | NewListener | ) |
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◆ PostInitProperties()
void UAISense_Sight_VR::PostInitProperties |
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overridevirtual |
◆ RegisterEvent()
◆ RegisterSource()
void UAISense_Sight_VR::RegisterSource |
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AActor & | SourceActors | ) |
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overridevirtual |
◆ RegisterTarget() [1/3]
bool UAISense_Sight_VR::RegisterTarget |
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AActor & | TargetActor, |
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const TFunction< void(FAISightQueryVR &)> & | OnAddedFunc = nullptr ) |
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◆ RegisterTarget() [2/3]
◆ RegisterTarget() [3/3]
◆ RemoveAllQueriesByListener() [1/3]
void UAISense_Sight_VR::RemoveAllQueriesByListener |
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const FPerceptionListener & | Listener, |
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const TFunction< void(const FAISightQueryVR &)> & | OnRemoveFunc = nullptr ) |
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◆ RemoveAllQueriesByListener() [2/3]
◆ RemoveAllQueriesByListener() [3/3]
◆ RemoveAllQueriesToTarget() [1/3]
◆ RemoveAllQueriesToTarget() [2/3]
◆ RemoveAllQueriesToTarget() [3/3]
◆ ShouldAutomaticallySeeTarget()
◆ SortQueries()
FORCEINLINE void UAISense_Sight_VR::SortQueries |
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◆ UnregisterSource()
void UAISense_Sight_VR::UnregisterSource |
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AActor & | SourceActor | ) |
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◆ Update()
float UAISense_Sight_VR::Update |
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overrideprotectedvirtual |
◆ bSightQueriesOutOfRangeDirty
bool UAISense_Sight_VR::bSightQueriesOutOfRangeDirty = true |
◆ DefaultSightCollisionChannel
ECollisionChannel UAISense_Sight_VR::DefaultSightCollisionChannel |
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◆ DigestedProperties
◆ HighImportanceDistanceSquare
float UAISense_Sight_VR::HighImportanceDistanceSquare |
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◆ HighImportanceQueryDistanceThreshold
float UAISense_Sight_VR::HighImportanceQueryDistanceThreshold |
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protectedconfigEditDefaultsOnly |
◆ MaxQueryImportance
float UAISense_Sight_VR::MaxQueryImportance |
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protectedconfigEditDefaultsOnly |
◆ MaxTimeSlicePerTick
double UAISense_Sight_VR::MaxTimeSlicePerTick |
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protectedconfigEditDefaultsOnly |
◆ MaxTracesPerTick
int32 UAISense_Sight_VR::MaxTracesPerTick |
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protectedconfigEditDefaultsOnly |
◆ MinQueriesPerTimeSliceCheck
int32 UAISense_Sight_VR::MinQueriesPerTimeSliceCheck |
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protectedconfigEditDefaultsOnly |
◆ NextOutOfRangeIndex
int32 UAISense_Sight_VR::NextOutOfRangeIndex = 0 |
The SightQueries are a n^2 problem and to reduce the sort time, they are now split between in range and out of range Since the out of range queries only age as the distance component of the score is always 0, there is few need to sort them In the majority of the cases most of the queries are out of range, so the sort time is greatly reduced as we only sort the in range queries
Definition at line 241 of file VRAIPerceptionOverrides.h.
◆ ObservedTargets
◆ SightLimitQueryImportance
float UAISense_Sight_VR::SightLimitQueryImportance |
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protectedconfigEditDefaultsOnly |
◆ SightQueriesInRange
◆ SightQueriesOutOfRange
The documentation for this class was generated from the following files:
- SDKDemo/Plugins/UnrealEngineSDK/VRExpansionPlugin/VRExpansionPlugin/Source/VRExpansionPlugin/Public/Misc/VRAIPerceptionOverrides.h
- SDKDemo/Plugins/UnrealEngineSDK/VRExpansionPlugin/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/VRAIPerceptionOverrides.cpp