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Configure PerceptionComponent in C++


So I'm trying to set some basic AI perception sense config in C++, but for some reason, it crashes. Here's what I have right now.

 // Fill out your copyright notice in the Description page of Project Settings.
 #pragma once
 #include "AIController.h"
 #include "Perception/AIPerceptionComponent.h"
 #include "CitizenAIController.generated.h"
 class FPS_MMO_API ACitizenAIController : public AAIController
     UPROPERTY(VisibleAnywhere, Category = "Perception")
     class UAISenseConfig_Sight* config;
     void OnPerception(AActor* Actor, FAIStimulus Stimulus);

and my .cpp is quite simple:

 // Fill out your copyright notice in the Description page of Project Settings.
 #include "FPS_MMO.h"
 #include "Perception/AISenseConfig_Sight.h"
 #include "Perception/AISense.h"
 #include "CitizenAIController.h"
     config = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("Sight sense"));
     config->SightRadius = 300.f;
     config->LoseSightRadius = 400.f;
     config->PeripheralVisionAngleDegrees = 180.f;
     GetPerceptionComponent()->OnTargetPerceptionUpdated.AddDynamic(this, &ACitizenAIController::OnPerception);
 void ACitizenAIController::OnPerception(AActor* Actor, FAIStimulus Stimulus) 
     if (Stimulus.IsValid()) {
         UE_LOG(LogTemp, Warning, TEXT("Perception valide"));
     else {
         UE_LOG(LogTemp, Warning, TEXT("LOGGING"));

I can't find anything about it in recent versions. Has anybody achieved this?

Product Version: UE 4.14
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asked Dec 18 '16 at 06:58 AM in C++ Programming

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1 answer: sort voted first


I did something similar to that some time ago, but instead of put as property the SenseConfig, I put in my NPC Pawn only the properties that I want to set on the Perception and in the AIController I already have the perception component with the SightSense added. With that, the only thing that I do is after Possess the NPC, get the SightSense on the Controller/PerceptionComponent and set the config variables with the variables on my Pawn.

I have something like this in my AIController:

 //Update UAISenseConfig_Sight properties based con possessed pawn
     AMyCharacter* Character = Cast<AMyCharacter>(GetPawn());
     if (Character)
         // Setup AIController's Perception system values
         UAIPerceptionComponent* PerceptionComp = GetAIPerceptionComponent();
         if (PerceptionComp)
             FAISenseID SenseID = UAISense::GetSenseID<UAISense_Sight>();
             UAISenseConfig_Sight* SenseConfig = Cast<UAISenseConfig_Sight>(PerceptionComp->GetSenseConfig(SenseID));
             if (SenseConfig)
                 // Noticie here, in AMyCharacter I have two properties AISenseSight_Radius, AISenseSight_LoseSightRadius that allow me to define
                 // the perception setup for this specific character using the same AIController class.
                 SenseConfig->SightRadius = Character->AISenseSight_Radius;
                 SenseConfig->LoseSightRadius = Character->AISenseSight_LoseSightRadius;

On the other hand, to bind the perceptionupdated function:

 // AIController .h
 void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus);
 // MyAIController .cpp
 void AMyAIController::BeginPlay()
     UAIPerceptionComponent* PerceptionComp = GetAIPerceptionComponent();
     if (PerceptionComp)
         PerceptionComp->OnTargetPerceptionUpdated.AddDynamic(this, &AMyAIController::OnTargetPerceptionUpdated);
 void AMyAIController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus)
     // do something

Hope this help you.

Best regards,

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answered Dec 18 '16 at 02:10 PM

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avatar image Snappydue Dec 21 '16 at 06:10 PM

Thanks a lot for your answer! I finally made it work. I've move the code in the begin play to have a better understanding of the problem and realize that the


function was only a shortcut, but you actually had to set the perception component before yourself. Which is weird since if you create a local variable and give me a getter, I expect the variable to be already set. Anyway, big thanks for your time!

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