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GameCrowdPopulationManager

Class in GameFramework · GameFramework.GameCrowdPopulationManager · native

Object › Actor › CrowdPopulationManagerBase › GameCrowdPopulationManager

Implements: Interface_NavigationHandle

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

Properties

NameTypeNotes
ActiveCrowdInfoVolumeGameCrowdInfoVolume
bDebugSpawnsbool
bPauseCrowdbool
CloudSpawnInfoCrowdSpawnInfoItem
GlobalPotentialSpawnPointsarray<GameCrowdDestination>
HeadVisibilityOffsetfloat
LastPlayerInfoUpdateTimefloat
NavigationHandleNavigationHandle
NavigationHandleClassclass<NavigationHandle>
PlayerInfoarray<CrowdSpawnerPlayerInfo>
PlayerPositionPredictionTimefloat
QueryingAgentGameCrowdAgent
ScriptedSpawnInfoarray<CrowdSpawnInfoItem>
SplitScreenNumReductionfloat

Functions

NameDeclaration
AddPrioritizedSpawnPointfunction AddPrioritizedSpawnPoint(out CrowdSpawnInfoItem Item, GameCrowdDestination GCD)
AddSpawnPointfunction AddSpawnPoint(GameCrowdDestination GCD)
AgentDestroyedfunction AgentDestroyed(GameCrowdAgent Agent)
AnalyzeSpawnPointsfunction AnalyzeSpawnPoints(out CrowdSpawnInfoItem Item, int StartIndex, int NumToUpdate)
CreateNewAgentevent GameCrowdAgent CreateNewAgent(out CrowdSpawnInfoItem Item, GameCrowdDestination SpawnLoc, GameCrowdAgent AgentTemplate, GameCrowdGroup NewGroup)
CreateSpawnerevent int CreateSpawner(SeqAct_GameCrowdPopulationManagerToggle inAction)
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
FlushAgentsevent FlushAgents(CrowdSpawnInfoItem Item)
FlushAllAgentsevent FlushAllAgents()
GetPlayerInfonative simulated function bool GetPlayerInfo()
IsSpawningActivefunction bool IsSpawningActive()
NotifyPathChangedevent NotifyPathChanged()
PickSpawnPointevent GameCrowdDestination PickSpawnPoint(out CrowdSpawnInfoItem Item)
PostBeginPlayfunction PostBeginPlay()
PrioritizeSpawnPointsevent PrioritizeSpawnPoints(out CrowdSpawnInfoItem Item, float DeltaTime)
RemoveSpawnPointfunction RemoveSpawnPoint(GameCrowdDestination GCD)
SetCrowdInfoVolumefunction SetCrowdInfoVolume(GameCrowdInfoVolume Vol)
ShouldDebugDestinationssimulated function bool ShouldDebugDestinations()
SpawnAgentnative function GameCrowdAgent SpawnAgent(out CrowdSpawnInfoItem Item, GameCrowdDestination SpawnLoc)
SpawnAgentByIdxnative function GameCrowdAgent SpawnAgentByIdx(int SpawnerIdx, GameCrowdDestination SpawnLoc)
StaticGetPlayerInfostatic native simulated function bool StaticGetPlayerInfo(out array<CrowdSpawnerPlayerInfo> out_PlayerInfo)
Tickfunction Tick(float DeltaTime)
UpdateAllSpawnersnative function UpdateAllSpawners(float DeltaTime)
UpdateSpawnerevent bool UpdateSpawner(out CrowdSpawnInfoItem Item, float DeltaTime)
ValidateSpawnAtfunction bool ValidateSpawnAt(out CrowdSpawnInfoItem Item, GameCrowdDestination Candidate)
Warmupnative function bool Warmup(out CrowdSpawnInfoItem Item, int WarmupNum)

Default values

NavigationHandleClass=class'NavigationHandle'
SplitScreenNumReduction=0.5
PlayerPositionPredictionTime=5.0
HeadVisibilityOffset=40.0
RemoteRole=ROLE_None
NetUpdateFrequency=10
bHidden=TRUE
bOnlyDirtyReplication=TRUE
bSkipActorPropertyReplication=TRUE

Inherited

FromMembers
CrowdPopulationManagerBase0 properties, 0 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions