PerceptionSystemClassName

PerceptionSystemClassName

#Overview

name: PerceptionSystemClassName

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:3233, section: [/Script/AIModule.AISystem]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/AIModule/Classes/AISystem.h:30

Scope (from outer to inner):

file
class        class UAISystem : public UAISystemBase

Source code excerpt:

	/** Class that will be used to spawn the perception system, can be game-specific */
	UPROPERTY(globalconfig, EditAnywhere, Category = "AISystem", meta = (MetaClass = "/Script/AIModule.AIPerceptionSystem", DisplayName = "Perception System Class"))
	FSoftClassPath PerceptionSystemClassName;

	/** Class that will be used to spawn the hot spot manager, can be game-specific */
	UPROPERTY(globalconfig, EditAnywhere, Category = "AISystem", meta = (MetaClass = "/Script/AIModule.AIHotSpotManager", DisplayName = "AIHotSpotManager Class"))
	FSoftClassPath HotSpotManagerClassName;

	/** Class that will be used to spawn the env query manager, can be game-specific */

#Loc: <Workspace>/Engine/Source/Runtime/AIModule/Private/AISystem.cpp:69

Scope (from outer to inner):

file
function     void UAISystem::PostInitProperties

Source code excerpt:

		}

		TSubclassOf<UAIPerceptionSystem> PerceptionSystemClass = PerceptionSystemClassName.IsValid() ? LoadClass<UAIPerceptionSystem>(NULL, *PerceptionSystemClassName.ToString(), NULL, LOAD_None, NULL) : nullptr;
		if (PerceptionSystemClass)
		{
			PerceptionSystem = NewObject<UAIPerceptionSystem>(this, PerceptionSystemClass, TEXT("PerceptionSystem"));
		}

		TSubclassOf<UEnvQueryManager> EnvQueryManagerClass = EnvQueryManagerClassName.IsValid() ? LoadClass<UEnvQueryManager>(NULL, *EnvQueryManagerClassName.ToString(), NULL, LOAD_None, NULL) : UEnvQueryManager::StaticClass();