Awareness Targets
The Awareness Target Component (UNinjaBotAwarenessTargetComponent) can be added to actors that need to be informed about AI awareness directed toward them. This is most commonly used on player-controlled pawns, but it can be applied to any actor that should react to being perceived.
The component aggregates awareness data coming from multiple AI agents and exposes a unified view of how aware those agents are of the owning actor.
Purpose and Usage
This component is useful when you want to react to awareness changes from the target's perspective, rather than from the AI's decision logic. Typical use cases include:
Reacting when an AI becomes aware of the player for the first time
Responding when awareness is lost
Driving feedback such as: sound cues, camera effects, post-processing effects, gameplay cues or UI indicators
Notifications
Awareness changes are broadcast whenever the aggregated awareness state changes. These notifications are available through both native and Blueprint-friendly APIs.
These callbacks provide a central hook for reacting to awareness changes without coupling logic to AI controllers or perception components.
Integration | Description |
|---|---|
| Native event intended to be overridden in subclasses or Blueprints. |
| Dynamic multicast delegate for Blueprint binding. |
| Native delegate variant with lambda support |