
Beschreibung
Sight Vigil is a runtime vision sensor for AI and gameplay: a SceneComponent Eye that scans a pyramid FOV, finds candidates by overlap, samples vision points (interface or explicit sockets), runs sync line-of-sight, and fires sticky Detected / Lost / Updated events. Optional Detection Time adds an acquire stage with progress; Loss Time softens exit flicker. Team Ids only label Friend / Neutral / Enemy after a target is seen — they never skip detection. The sense path is built for strong performance: one configurable game-thread pass (Sensing Interval), broad-phase overlap before FOV/LOS, and pure SenseCore math.
Features
Dual FOV pins: Detect vs Lost Distance + Half-Angle (hysteresis)
Overlap broad-phase + Block Object Types for LOS
USightVigilTarget sockets helper + diagnostics (missing/valid point names)
Optional GetVisionPoints interface (preferred when implemented)
Events: OnTargetDetected, OnTargetLost, OnTargetUpdated (batch), OnTargetAcquiring
Team Relation after LOS (Friendly / Neutral lists on the Eye vs Target Team Ids)
Shipping-clean debug draw; pure SenseCore math shared by the Eye runtime path
Performance-focused sole Tick sense pass (interval-driven, lightweight pipeline)
Not included: content pack, sample map, editor visualizer module, multiplayer replication of vision state.
Documentation

