The AdvancedAIPerception component contains logic that allows you to select targets using filters and ratings.
The AdvancedAIPerception component contains logic that allows you to select targets using filters and ratings.
-Doesn't require knowledge of C ++
-Use your AI targeting rules written in blueprints.
-Don't worry about performance, asynchronous rule execution does not affect FPS
-AdvancedAIPerception is a child of AIPerception, which gives you a lot of customization flexibility.
-You do not need to create hundreds of rules of the same type, differing only in the values of the variables, change the values directly in the component settings.
Features:
-You can create rule classes and customize them directly in AdvancedAIPerceptionComponent.
-All public variables created in Blueprints will be editable from AdvancedAIPerceptionComponent.
-The rules are executed outside the game thread and does not affect the FPS.
-Based on AIPerception (this child of AIPerceptionComponent) https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/AIPerception/index.html
Code Modules:
-Runtime
Number of C++ Classes: 4
Supported Target Build Platforms: tested on win64, win32
Documentation: https://www.dropbox.com/s/v3qoejhkve9zn1v/AdvancedAIPerception%20.pdf?dl=0
Important: rules (ratings, filters, etc) calls not in game thread. You cannot create or modify data in game thread. E.g. spawn actors, change variables of actors, components, draw debug information, etc.