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PerceptionComponent Sight issue

I, I'm actually trying to create some AI in C++, i'm beginner so I don't know all subtleties of UE C++ Programming. Well, I create a simple AI with PerceptionComponent, like this:

     PerceptionComp = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("Perception Component"));
 
     SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("Sight Config"));
     HearingConfig = CreateDefaultSubobject<UAISenseConfig_Hearing>(TEXT("Hearing Config"));
 
     SetPerceptionComponent(*PerceptionComp);
 
     // Sight Config Settings
     SightConfig->SightRadius = AISightRadius;
     SightConfig->LoseSightRadius = AILoseSightRadius;
     SightConfig->PeripheralVisionAngleDegrees = AIFieldOfView;
     SightConfig->SetMaxAge(AISightAge);
 
     SightConfig->DetectionByAffiliation.bDetectEnemies = true;
     SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
     SightConfig->DetectionByAffiliation.bDetectFriendlies = true;
 
     // Hearing Config Settings
     HearingConfig->HearingRange = AIHearingRadius;
     HearingConfig->SetMaxAge(AIHearingAge);
 
     HearingConfig->DetectionByAffiliation.bDetectEnemies = true;
     HearingConfig->DetectionByAffiliation.bDetectNeutrals = true;
     HearingConfig->DetectionByAffiliation.bDetectFriendlies = true;
 
     GetAIPerceptionComponent()->SetDominantSense(*SightConfig->GetSenseImplementation());
     GetAIPerceptionComponent()->OnPerceptionUpdated.AddDynamic(this, &ADwarfController::OnPawnDetected);
     GetAIPerceptionComponent()->ConfigureSense(*SightConfig);
     GetAIPerceptionComponent()->ConfigureSense(*HearingConfig);

When AI spawn Controller is successfully set,perception and senses too except that in Debuger Tool Sight is pointing to the sky

alt text

And DetectionByAffiliation seems broken too. :/

I tried to inspect every function to discover if any of these affect perception rotation or something, without sucess.

Thanks by advance.

Product Version: UE 4.20
Tags:
2018-12-05-9.png (702.3 kB)
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asked Dec 05 '18 at 02:04 PM in C++ Programming

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Wakfull33
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1 answer: sort voted first

Alright, that's was my fault, just forgot to add this at GetControlRotation()

 FRotator ADwarfController::GetControlRotation() const
 {
     if (GetPawn() == nullptr) {
         return FRotator(0.0f, 0.0f, 0.0f);
     }
     return FRotator(0.0f, GetPawn()->GetActorRotation().Yaw, 0.0f);
 }

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answered Dec 06 '18 at 10:30 AM

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Wakfull33
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