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GameCrowdAgent

Class in GameFramework · GameFramework.GameCrowdAgent · native, abstract, placeable

Object › Actor › CrowdAgentBase › GameCrowdAgent

Implements: Interface_RVO

Subclasses: GameCrowdAgentSkeletal, GameCrowdAgentSM

Using it from Lua
h7.find_all("GameCrowdAgent")            -- live instances
h7.find_class("GameFramework.GameCrowdAgent")   -- the class
h7.hook("GameFramework.GameCrowdAgent.ActivateBehavior", fn)

Enums

EConformType

CFM_NavMesh = 0, CFM_BSP = 1, CFM_World = 2, CFM_None = 3

Structs

AvoidOtherSampleItem

FieldType
RotOffsetint
NumMagSamplesbyte
bFallbackOnlybool

BehaviorEntry

FieldType
BehaviorArchetypeGameCrowdAgentBehavior
LookAtActorActor
BehaviorFrequencyfloat
bNeverRepeatbool
bHasBeenUsedbool
bCanBeUsedbool
Defaults
BehaviorFrequency=1.0

RecentInteraction

FieldType
InteractionTagName
InteractionDelayfloat

Properties

NameTypeNotes
AlertBehaviorsarray<BehaviorEntry>
AmbientSoundComponentAudioComponent
AmbientSoundCuesoundcue
AvoidOtherRadiusfloat
AvoidOtherSampleListarray<AvoidOtherSampleItem>
AwareRadiusfloat
bAllowPitchingbool
bBadHitNormalbool
bCheckForObstaclesbool
BeaconColorLinearColorconst
BeaconMaxDistfloat
BeaconOffsetvector
BeaconTextureTexture2Dconst
BehaviorDestinationGameCrowdDestination
bHasNotifiedSpawnerbool
bHitObstaclebool
bIsInSpawnPoolbool
bIsPanickedbool
bPausedbool
bPotentialEncounterbool
bPreferVisibleDestinationbool
bPreferVisibleDestinationOnSpawnbool
bSimulateThisTickbool
bUniformScalebool
bUseNavMeshPathingbool
bWantsGroupIdlebool
bWantsSeePlayerNotificationbool
ConformTraceDistfloat
ConformTraceFrameCountinttransient
ConformTraceIntervalint
ConformTypeEConformType
CurrentBehaviorGameCrowdAgentBehavior
CurrentBehaviorActivationTimefloat
CurrentConformTraceIntervalint
CurrentDestinationGameCrowdDestination
CurrentPathLaneValuefloat
DeadBodyDurationfloat
DebugAgentColorColor
DebugSpawnDestGameCrowdDestination
DesiredGroupRadiusfloat
DesiredGroupRadiusSqfloat
EncounterAgentBehaviorsarray<BehaviorEntry>
ExtraPathCostint
EyeZOffsetfloat
ForceUpdateTimefloat
GroundOffsetfloat
GroupWaitingBehaviorsarray<BehaviorEntry>
Healthint
InitialLastRenderTimefloat
IntermediatePointvector
InterpZTranslationfloat
LastFallbackActiveTimefloat
LastGroundZfloat
LastKnownGoodPositionvector
LastPathingAttemptfloat
LastProgressTimefloat
LastUpdateTimefloat
LightEnvironmentDynamicLightEnvironmentComponentconst, editconst
MaxLOSLifeDistanceSqfloat
MaxPathLaneValuefloat
MaxRunningSpeedfloat
MaxSeePlayerDistSqfloat
MaxSpeedfloat
MaxWalkingSpeedfloat
MaxYawRatefloat
MeshMaxScale3Dvector
MeshMinScale3Dvector
MIN_PENALTY_THRESHOLDfloat
MyArchetypeGameCrowdAgent
MyGroupGameCrowdGroup
MySpawnerGameCrowdSpawnerInterface
NavigationHandleNavigationHandle
NavigationHandleClassclass<NavigationHandle>
NearbyDynamicsarray<NearbyDynamicItem>transient
NotVisibleLifeSpanfloat
ObstacleCheckCountint
PanicBehaviorsarray<BehaviorEntry>
PENALTY_COEFF_ANGLETOGOALfloat
PENALTY_COEFF_ANGLETOVELfloat
PENALTY_COEFF_MAGfloat
PendingVelocityVector
PreferredVelocityVector
PreviousDestinationGameCrowdDestination
ProximityLODDistfloat
RandomBehaviorIntervalfloat
RandomBehaviorsarray<BehaviorEntry>
ReachThresholdfloat
RecentInteractionsarray<RecentInteraction>
RotateToTargetSpeedfloat
SearchExtentvector
SeePlayerBehaviorsarray<BehaviorEntry>
SeePlayerIntervalfloat
SpawnBehaviorsarray<BehaviorEntry>
SpawnOffsetvector
TakeDamageBehaviorsarray<BehaviorEntry>
UneasyBehaviorsarray<BehaviorEntry>
VisibleProximityLODDistfloat
WalkableFloorZfloat

Functions

NameDeclaration
ActivateBehaviorevent ActivateBehavior(GameCrowdAgentBehavior NewBehaviorArchetype, optional Actor LookAtActor)
ActivateInstancedBehaviorfunction ActivateInstancedBehavior(GameCrowdAgentBehavior NewBehaviorObject)
CalcCamerasimulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
Destroyedsimulated function Destroyed()
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
FellOutOfWorldsimulated event FellOutOfWorld(class<DamageType> dmgType)
FireDeathEventsimulated event FireDeathEvent()
GeneratePathToActorevent vector GeneratePathToActor(Actor Goal, optional float WithinDistance, optional bool bAllowPartialPath)
GetAttemptedSpawnLocationsimulated function Vector GetAttemptedSpawnLocation(float Pct, Vector CurPos, float CurRadius, Vector DestPos, float DestRadius)
GetBehaviorStringfunction string GetBehaviorString()
GetCollisionExtentnative function Vector GetCollisionExtent()
GetDestStringfunction string GetDestString()
HandleBehaviorEventevent HandleBehaviorEvent(ECrowdBehaviorEvent EventType, Actor InInstigator, bool bViralCause, bool bPropagateViralFlag)
HandlePotentialAgentEncounterevent HandlePotentialAgentEncounter()
InitDebugColorsimulated function InitDebugColor()
InitializeAgentsimulated function InitializeAgent(Actor SpawnLoc, const out array<CrowdSpawnerPlayerInfo> PlayerInfo, GameCrowdAgent AgentTemplate, GameCrowdGroup NewGroup, float AgentWarmUpTime, bool bWarmupPosition, bool bCheckWarmupVisibility)
InitNavigationHandleevent InitNavigationHandle()
IsIdlenative function bool IsIdle()
IsPanickednative function bool IsPanicked()
KillAgentevent KillAgent()
NativePostRenderFornative simulated function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
NotifySeePlayerevent NotifySeePlayer(PlayerController PC)
OnPlayAgentAnimationsimulated function OnPlayAgentAnimation(SeqAct_PlayAgentAnimation Action)
OverlappedActorEventevent OverlappedActorEvent(Actor A)
PickBehaviorFromfunction bool PickBehaviorFrom(array<BehaviorEntry> BehaviorList, optional vector BestCameraLoc = vect(0,0,0))
PlayDeathnative function PlayDeath(vector KillMomentum)
PlayIdleAnimationsimulated event PlayIdleAnimation()
PlaySpawnBehaviorfunction PlaySpawnBehavior()
PostBeginPlaysimulated function PostBeginPlay()
PostRenderForsimulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
ResetPooledAgentfunction ResetPooledAgent()
ResetSeePlayerfunction ResetSeePlayer()
SetCurrentBehaviorfinal native function SetCurrentBehavior(GameCrowdAgentBehavior BehaviorArchetype)
SetCurrentDestinationevent SetCurrentDestination(GameCrowdDestination NewDest)
SetLightingsimulated function SetLighting(bool bEnableLightEnvironment, LightingChannelContainer AgentLightingChannel, bool bCastShadows)
SetMaxSpeedfunction SetMaxSpeed()
StopBehaviorevent StopBehavior()
StopIdleAnimationsimulated event StopIdleAnimation()
TakeDamagefunction TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
TryRandomBehaviorfunction TryRandomBehavior()
UpdateIntermediatePointevent UpdateIntermediatePoint(optional Actor DestinationActor)
WaitForGroupMembersevent WaitForGroupMembers()

Default values

NavigationHandleClass=class'NavigationHandle'
LightEnvironment=MyLightEnvironment
MeshMinScale3D=(X=1.0,Y=1.0,Z=1.0)
MeshMaxScale3D=(X=1.0,Y=1.0,Z=1.0)
bUniformScale=TRUE
Health=100
ConformTraceDist=35.0
ConformTraceInterval=10
CurrentConformTraceInterval=10
AvoidOtherRadius=32.0
AwareRadius=256.0
AvoidOtherSampleList.Add((RotOffset=0,NumMagSamples=10))
AvoidOtherSampleList.Add((RotOffset=2048,NumMagSamples=8))
AvoidOtherSampleList.Add((RotOffset=-2048,NumMagSamples=8))
AvoidOtherSampleList.Add((RotOffset=4096,NumMagSamples=6))
AvoidOtherSampleList.Add((RotOffset=-4096,NumMagSamples=6))
AvoidOtherSampleList.Add((RotOffset=6144,NumMagSamples=4))
AvoidOtherSampleList.Add((RotOffset=-6144,NumMagSamples=4))
AvoidOtherSampleList.Add((RotOffset=8192,NumMagSamples=4))
AvoidOtherSampleList.Add((RotOffset=-8192,NumMagSamples=4))
AvoidOtherSampleList.Add((RotOffset=12288,NumMagSamples=2))
AvoidOtherSampleList.Add((RotOffset=-12288,NumMagSamples=2))
AvoidOtherSampleList.Add((RotOffset=16384,NumMagSamples=1,bFallbackOnly=TRUE))
AvoidOtherSampleList.Add((RotOffset=-16384,NumMagSamples=1,bFallbackOnly=TRUE))
AvoidOtherSampleList.Add((RotOffset=24576,NumMagSamples=1,bFallbackOnly=TRUE))
AvoidOtherSampleList.Add((RotOffset=-24576,NumMagSamples=1,bFallbackOnly=TRUE))
AvoidOtherSampleList.Add((RotOffset=32768,NumMagSamples=1,bFallbackOnly=TRUE))
ExtraPathCost=50
MaxPathLaneValue=10.f
PENALTY_COEFF_ANGLETOGOAL=2.5f
PENALTY_COEFF_ANGLETOVEL=1.f
PENALTY_COEFF_MAG=1.f
MIN_PENALTY_THRESHOLD=0.05f
EyeZOffset=40.0
RotateToTargetSpeed=30000.0
MaxYawRate=40000.0
TickGroup=TG_DuringAsyncWork
Physics=PHYS_Interpolating
bStatic=FALSE
bCollideActors=TRUE
bBlockActors=FALSE
bWorldGeometry=FALSE
bCollideWorld=FALSE
bProjTarget=TRUE
bUpdateSimulatedPosition=FALSE
bNoEncroachCheck=TRUE
bPreferVisibleDestinationOnSpawn=TRUE
RemoteRole=ROLE_None
bNoDelete=false
ProximityLODDist=2000.0
VisibleProximityLODDist=5000.0
ConformType=CFM_NavMesh
GroundOffset=86.0
bCheckForObstacles=FALSE
bUseNavMeshPathing=TRUE
SearchExtent=(X=32.0,Y=32.0,Z=86.0)
WalkableFloorZ=0.7
NotVisibleLifeSpan=10.f
MaxLOSLifeDistanceSq=400000000.0
MaxWalkingSpeed=100.0
MaxRunningSpeed=300.0
BeaconMaxDist=1500.0
BeaconOffset=(x=0.0,y=0.0,z=140.0)
BeaconTexture=Texture2D'EngineResources.WhiteSquareTexture'
BeaconColor=(R=0.5f, G=0.5f, B=0.5f, A=0.5f)
DeadBodyDuration=10.f
SeePlayerInterval=0.0
RandomBehaviorInterval=30.0
ReachThreshold=1.0
DesiredGroupRadius=200.0

Inherited

FromMembers
CrowdAgentBase0 properties, 1 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions