// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "Perception/AISense_Hearing.h" #include "Perception/AISenseEvent.h" #include "AISenseEvent_Hearing.generated.h" UCLASS(MinimalAPI) class UAISenseEvent_Hearing : public UAISenseEvent { GENERATED_BODY() protected: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sense") FAINoiseEvent Event; public: AIMODULE_API UAISenseEvent_Hearing(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); AIMODULE_API virtual FAISenseID GetSenseID() const override; inline FAINoiseEvent GetNoiseEvent() { Event.Compile(); return Event; } };