GameCrowdDestination¶
Class in GameFramework · GameFramework.GameCrowdDestination · native
Object › Actor › GameCrowdInteractionPoint › GameCrowdDestination
Implements: GameCrowdSpawnInterface, EditorLinkSelectionInterface
Subclasses: DynamicGameCrowdDestination, GameCrowdInteractionDestination
Using it from Lua
Properties¶
| Name | Type | Notes |
|---|---|---|
AgentEnRoute | GameCrowdAgent | |
bAdjacentToVisibleNode | bool | |
bAllowAsPreviousDestination | bool | |
bAllowCloudSpawning | bool | |
bAllowsSpawning | bool | |
bAllowVisibleSpawning | bool | |
bAvoidWhenPanicked | bool | |
bCanSpawnHereNow | bool | |
bFleeDestination | bool | |
bHasNavigationMesh | bool | |
bHasRestrictions | bool | |
bIsBeyondSpawnDistance | bool | |
bIsVisible | bool | |
bKillWhenReached | bool | |
bLineSpawner | bool | |
bMustReachExactly | bool | |
bSkipBehaviorIfPanicked | bool | |
bSoftPerimeter | bool | |
bSpawnAtEdge | bool | |
bWillBeVisible | bool | |
Capacity | int | |
CustomerCount | int | private |
ExactReachTolerance | float | |
Frequency | float | |
InteractionDelay | float | |
InteractionTag | Name | |
LastSpawnTime | float | |
MyPopMgr | GameCrowdPopulationManager | transient |
NextDestinations | array<GameCrowdDestination> | |
Priority | float | |
QueueHead | GameCrowdDestinationQueuePoint | |
ReachedBehaviors | array<BehaviorEntry> | |
RestrictedAgentClasses | array | |
RestrictedArchetypes | array<object> | |
SupportedAgentClasses | array | |
SupportedArchetypes | array<object> |
Functions¶
| Name | Declaration |
|---|---|
AllowableDestinationFor | simulated event bool AllowableDestinationFor(GameCrowdAgent Agent) |
AnalyzeSpawnPoint | simulated function bool AnalyzeSpawnPoint(const out array<CrowdSpawnerPlayerInfo> PlayerInfo, float MaxSpawnDistSq, bool bForceNavMeshPathing, NavigationHandle NavHandle) |
AtCapacity | simulated function bool AtCapacity(optional byte CheckCnt) |
DecrementCustomerCount | simulated event DecrementCustomerCount(GameCrowdAgent DepartingAgent) |
Destroyed | simulated function Destroyed() |
DrawDebug | simulated function DrawDebug(const out array<CrowdSpawnerPlayerInfo> PlayerInfo, optional bool bPresistent) |
GetDestinationRadius | function float GetDestinationRadius() |
GetSpawnPosition | simulated function GetSpawnPosition(SeqAct_GameCrowdSpawner Spawner, out vector SpawnPos, out rotator SpawnRot) |
GetSpawnRadius | simulated function float GetSpawnRadius() |
IncrementCustomerCount | simulated event IncrementCustomerCount(GameCrowdAgent ArrivingAgent) |
PickNewDestinationFor | simulated function PickNewDestinationFor(GameCrowdAgent Agent, bool bIgnoreRestrictions) |
PostBeginPlay | simulated function PostBeginPlay() |
PrioritizeSpawnPoint | simulated function PrioritizeSpawnPoint(const out array<CrowdSpawnerPlayerInfo> PlayerInfo, float MaxSpawnDist) |
ReachedByAgent | native simulated function bool ReachedByAgent(GameCrowdAgent Agent, vector TestPosition, bool bTestExactly) |
ReachedDestination | simulated 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¶
| From | Members |
|---|---|
| GameCrowdInteractionPoint | 2 properties, 1 functions |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |