GameCrowdAgent¶
Class in GameFramework · GameFramework.GameCrowdAgent · native, abstract, placeable
Object › Actor › CrowdAgentBase › GameCrowdAgent
Implements: Interface_RVO
Subclasses: GameCrowdAgentSkeletal, GameCrowdAgentSM
Using it from Lua
Enums¶
EConformType
CFM_NavMesh = 0, CFM_BSP = 1, CFM_World = 2, CFM_None = 3
Structs¶
AvoidOtherSampleItem
| Field | Type |
|---|---|
RotOffset | int |
NumMagSamples | byte |
bFallbackOnly | bool |
BehaviorEntry
| Field | Type |
|---|---|
BehaviorArchetype | GameCrowdAgentBehavior |
LookAtActor | Actor |
BehaviorFrequency | float |
bNeverRepeat | bool |
bHasBeenUsed | bool |
bCanBeUsed | bool |
Defaults
BehaviorFrequency=1.0RecentInteraction
| Field | Type |
|---|---|
InteractionTag | Name |
InteractionDelay | float |
Properties¶
| Name | Type | Notes |
|---|---|---|
AlertBehaviors | array<BehaviorEntry> | |
AmbientSoundComponent | AudioComponent | |
AmbientSoundCue | soundcue | |
AvoidOtherRadius | float | |
AvoidOtherSampleList | array<AvoidOtherSampleItem> | |
AwareRadius | float | |
bAllowPitching | bool | |
bBadHitNormal | bool | |
bCheckForObstacles | bool | |
BeaconColor | LinearColor | const |
BeaconMaxDist | float | |
BeaconOffset | vector | |
BeaconTexture | Texture2D | const |
BehaviorDestination | GameCrowdDestination | |
bHasNotifiedSpawner | bool | |
bHitObstacle | bool | |
bIsInSpawnPool | bool | |
bIsPanicked | bool | |
bPaused | bool | |
bPotentialEncounter | bool | |
bPreferVisibleDestination | bool | |
bPreferVisibleDestinationOnSpawn | bool | |
bSimulateThisTick | bool | |
bUniformScale | bool | |
bUseNavMeshPathing | bool | |
bWantsGroupIdle | bool | |
bWantsSeePlayerNotification | bool | |
ConformTraceDist | float | |
ConformTraceFrameCount | int | transient |
ConformTraceInterval | int | |
ConformType | EConformType | |
CurrentBehavior | GameCrowdAgentBehavior | |
CurrentBehaviorActivationTime | float | |
CurrentConformTraceInterval | int | |
CurrentDestination | GameCrowdDestination | |
CurrentPathLaneValue | float | |
DeadBodyDuration | float | |
DebugAgentColor | Color | |
DebugSpawnDest | GameCrowdDestination | |
DesiredGroupRadius | float | |
DesiredGroupRadiusSq | float | |
EncounterAgentBehaviors | array<BehaviorEntry> | |
ExtraPathCost | int | |
EyeZOffset | float | |
ForceUpdateTime | float | |
GroundOffset | float | |
GroupWaitingBehaviors | array<BehaviorEntry> | |
Health | int | |
InitialLastRenderTime | float | |
IntermediatePoint | vector | |
InterpZTranslation | float | |
LastFallbackActiveTime | float | |
LastGroundZ | float | |
LastKnownGoodPosition | vector | |
LastPathingAttempt | float | |
LastProgressTime | float | |
LastUpdateTime | float | |
LightEnvironment | DynamicLightEnvironmentComponent | const, editconst |
MaxLOSLifeDistanceSq | float | |
MaxPathLaneValue | float | |
MaxRunningSpeed | float | |
MaxSeePlayerDistSq | float | |
MaxSpeed | float | |
MaxWalkingSpeed | float | |
MaxYawRate | float | |
MeshMaxScale3D | vector | |
MeshMinScale3D | vector | |
MIN_PENALTY_THRESHOLD | float | |
MyArchetype | GameCrowdAgent | |
MyGroup | GameCrowdGroup | |
MySpawner | GameCrowdSpawnerInterface | |
NavigationHandle | NavigationHandle | |
NavigationHandleClass | class<NavigationHandle> | |
NearbyDynamics | array<NearbyDynamicItem> | transient |
NotVisibleLifeSpan | float | |
ObstacleCheckCount | int | |
PanicBehaviors | array<BehaviorEntry> | |
PENALTY_COEFF_ANGLETOGOAL | float | |
PENALTY_COEFF_ANGLETOVEL | float | |
PENALTY_COEFF_MAG | float | |
PendingVelocity | Vector | |
PreferredVelocity | Vector | |
PreviousDestination | GameCrowdDestination | |
ProximityLODDist | float | |
RandomBehaviorInterval | float | |
RandomBehaviors | array<BehaviorEntry> | |
ReachThreshold | float | |
RecentInteractions | array<RecentInteraction> | |
RotateToTargetSpeed | float | |
SearchExtent | vector | |
SeePlayerBehaviors | array<BehaviorEntry> | |
SeePlayerInterval | float | |
SpawnBehaviors | array<BehaviorEntry> | |
SpawnOffset | vector | |
TakeDamageBehaviors | array<BehaviorEntry> | |
UneasyBehaviors | array<BehaviorEntry> | |
VisibleProximityLODDist | float | |
WalkableFloorZ | float |
Functions¶
| Name | Declaration |
|---|---|
ActivateBehavior | event ActivateBehavior(GameCrowdAgentBehavior NewBehaviorArchetype, optional Actor LookAtActor) |
ActivateInstancedBehavior | function ActivateInstancedBehavior(GameCrowdAgentBehavior NewBehaviorObject) |
CalcCamera | simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV) |
Destroyed | simulated function Destroyed() |
DisplayDebug | simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) |
FellOutOfWorld | simulated event FellOutOfWorld(class<DamageType> dmgType) |
FireDeathEvent | simulated event FireDeathEvent() |
GeneratePathToActor | event vector GeneratePathToActor(Actor Goal, optional float WithinDistance, optional bool bAllowPartialPath) |
GetAttemptedSpawnLocation | simulated function Vector GetAttemptedSpawnLocation(float Pct, Vector CurPos, float CurRadius, Vector DestPos, float DestRadius) |
GetBehaviorString | function string GetBehaviorString() |
GetCollisionExtent | native function Vector GetCollisionExtent() |
GetDestString | function string GetDestString() |
HandleBehaviorEvent | event HandleBehaviorEvent(ECrowdBehaviorEvent EventType, Actor InInstigator, bool bViralCause, bool bPropagateViralFlag) |
HandlePotentialAgentEncounter | event HandlePotentialAgentEncounter() |
InitDebugColor | simulated function InitDebugColor() |
InitializeAgent | simulated function InitializeAgent(Actor SpawnLoc, const out array<CrowdSpawnerPlayerInfo> PlayerInfo, GameCrowdAgent AgentTemplate, GameCrowdGroup NewGroup, float AgentWarmUpTime, bool bWarmupPosition, bool bCheckWarmupVisibility) |
InitNavigationHandle | event InitNavigationHandle() |
IsIdle | native function bool IsIdle() |
IsPanicked | native function bool IsPanicked() |
KillAgent | event KillAgent() |
NativePostRenderFor | native simulated function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) |
NotifySeePlayer | event NotifySeePlayer(PlayerController PC) |
OnPlayAgentAnimation | simulated function OnPlayAgentAnimation(SeqAct_PlayAgentAnimation Action) |
OverlappedActorEvent | event OverlappedActorEvent(Actor A) |
PickBehaviorFrom | function bool PickBehaviorFrom(array<BehaviorEntry> BehaviorList, optional vector BestCameraLoc = vect(0,0,0)) |
PlayDeath | native function PlayDeath(vector KillMomentum) |
PlayIdleAnimation | simulated event PlayIdleAnimation() |
PlaySpawnBehavior | function PlaySpawnBehavior() |
PostBeginPlay | simulated function PostBeginPlay() |
PostRenderFor | simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) |
ResetPooledAgent | function ResetPooledAgent() |
ResetSeePlayer | function ResetSeePlayer() |
SetCurrentBehavior | final native function SetCurrentBehavior(GameCrowdAgentBehavior BehaviorArchetype) |
SetCurrentDestination | event SetCurrentDestination(GameCrowdDestination NewDest) |
SetLighting | simulated function SetLighting(bool bEnableLightEnvironment, LightingChannelContainer AgentLightingChannel, bool bCastShadows) |
SetMaxSpeed | function SetMaxSpeed() |
StopBehavior | event StopBehavior() |
StopIdleAnimation | simulated event StopIdleAnimation() |
TakeDamage | function TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) |
TryRandomBehavior | function TryRandomBehavior() |
UpdateIntermediatePoint | event UpdateIntermediatePoint(optional Actor DestinationActor) |
WaitForGroupMembers | event 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¶
| From | Members |
|---|---|
| CrowdAgentBase | 0 properties, 1 functions |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |