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GameCrowdDestination

Class in GameFramework · GameFramework.GameCrowdDestination · native

Object › Actor › GameCrowdInteractionPoint › GameCrowdDestination

Implements: GameCrowdSpawnInterface, EditorLinkSelectionInterface

Subclasses: DynamicGameCrowdDestination, GameCrowdInteractionDestination

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

Properties

NameTypeNotes
AgentEnRouteGameCrowdAgent
bAdjacentToVisibleNodebool
bAllowAsPreviousDestinationbool
bAllowCloudSpawningbool
bAllowsSpawningbool
bAllowVisibleSpawningbool
bAvoidWhenPanickedbool
bCanSpawnHereNowbool
bFleeDestinationbool
bHasNavigationMeshbool
bHasRestrictionsbool
bIsBeyondSpawnDistancebool
bIsVisiblebool
bKillWhenReachedbool
bLineSpawnerbool
bMustReachExactlybool
bSkipBehaviorIfPanickedbool
bSoftPerimeterbool
bSpawnAtEdgebool
bWillBeVisiblebool
Capacityint
CustomerCountintprivate
ExactReachTolerancefloat
Frequencyfloat
InteractionDelayfloat
InteractionTagName
LastSpawnTimefloat
MyPopMgrGameCrowdPopulationManagertransient
NextDestinationsarray<GameCrowdDestination>
Priorityfloat
QueueHeadGameCrowdDestinationQueuePoint
ReachedBehaviorsarray<BehaviorEntry>
RestrictedAgentClassesarrayGameCrowdAgent>>
RestrictedArchetypesarray<object>
SupportedAgentClassesarrayGameCrowdAgent>>
SupportedArchetypesarray<object>

Functions

NameDeclaration
AllowableDestinationForsimulated event bool AllowableDestinationFor(GameCrowdAgent Agent)
AnalyzeSpawnPointsimulated function bool AnalyzeSpawnPoint(const out array<CrowdSpawnerPlayerInfo> PlayerInfo, float MaxSpawnDistSq, bool bForceNavMeshPathing, NavigationHandle NavHandle)
AtCapacitysimulated function bool AtCapacity(optional byte CheckCnt)
DecrementCustomerCountsimulated event DecrementCustomerCount(GameCrowdAgent DepartingAgent)
Destroyedsimulated function Destroyed()
DrawDebugsimulated function DrawDebug(const out array<CrowdSpawnerPlayerInfo> PlayerInfo, optional bool bPresistent)
GetDestinationRadiusfunction float GetDestinationRadius()
GetSpawnPositionsimulated function GetSpawnPosition(SeqAct_GameCrowdSpawner Spawner, out vector SpawnPos, out rotator SpawnRot)
GetSpawnRadiussimulated function float GetSpawnRadius()
IncrementCustomerCountsimulated event IncrementCustomerCount(GameCrowdAgent ArrivingAgent)
PickNewDestinationForsimulated function PickNewDestinationFor(GameCrowdAgent Agent, bool bIgnoreRestrictions)
PostBeginPlaysimulated function PostBeginPlay()
PrioritizeSpawnPointsimulated function PrioritizeSpawnPoint(const out array<CrowdSpawnerPlayerInfo> PlayerInfo, float MaxSpawnDist)
ReachedByAgentnative simulated function bool ReachedByAgent(GameCrowdAgent Agent, vector TestPosition, bool bTestExactly)
ReachedDestinationsimulated event ReachedDestination(GameCrowdAgent Agent)

Default values

bAllowAsPreviousDestination=false
bAvoidWhenPanicked=false
bSkipBehaviorIfPanicked=true
Capacity=1000
Frequency=1.0
ExactReachTolerance=3.0
bAllowsSpawning=TRUE
bAllowCloudSpawning=TRUE
bSoftPerimeter=true
bStatic=true
bForceAllowKismetModification=true
bHasNavigationMesh=true
SupportedEvents(0)=class'SeqEvent_CrowdAgentReachedDestination'

Inherited

FromMembers
GameCrowdInteractionPoint2 properties, 1 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions