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UE3:SeqAct_GameCrowdSpawner (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_GameCrowdSpawner
Package: 
GameFramework
Direct subclass:
SeqAct_UTCrowdSpawner


Properties[edit]

Property group 'Lighting'[edit]

AgentLightingChannel[edit]

Type: LightComponent.LightingChannelContainer

Lighting channels to put the agents in.

Default value:

Member Value
bInitialized True
Crowd True

bCastShadows[edit]

Type: bool

Whether agents from this spawner should cast shadows

bEnableCrowdLightEnvironment[edit]

Type: bool

Whether to enable the light environment on crowd members.

Property group 'SeqAct_GameCrowdSpawner'[edit]

AgentArchetypes[edit]

Type: array<AgentArchetypeInfo>

Archetypes of agents spawned by this crowd spawner

AgentWarmupTime[edit]

Type: float

Average time to "warm up" spawned agents before letting them sleep if not rendered

Default value: 5.0

bCycleSpawnLocs[edit]

Type: bool

If true, the spawner will cycle through the spawn locations instead of spawning from a randomly chosen one

bForceNavMeshPathing[edit]

Type: bool

If true, force nav mesh navigation for all agents from this spawner

bForceObstacleChecking[edit]

Type: bool

If true, force obstacle checking for all agents from this spawner

bOnlySpawnHidden[edit]

Type: bool

If true, only spawn agents if player can't see spawn point

Default value: True

bRespawnDeadAgents[edit]

Type: bool

If TRUE, agents that are totally removed (ie blown up) are respawned

Default value: True

bWarmupPosition[edit]

Type: bool

If true, and initial spawn positiong is not in player's line of sight, and agent is not part of a group, agent will try to find an starting position at a random spot between the initial spawn positing and its initial destination that isn't in the player's line of sight.

SpawnNum[edit]

Type: int

The maximum number of agents alive at one time. If agents are destroyed, more will spawn to meet this number.

Default value: 100

SpawnRadius[edit]

Type: float

Radius around target actor(s) to spawn agents.

Default value: 200.0

SpawnRate[edit]

Type: float

How many agents per second will be spawned at the target actor(s).

Default value: 10.0

SplitScreenNumReduction[edit]

Type: float

How much to reduce number by in splitscreen

Default value: 0.5

Internal variables[edit]

AgentFrequencySum[edit]

Type: float

Sum of agent types + frequency modifiers

bHasReducedNumberDueToSplitScreen[edit]

Type: bool

Whether we have already done the number reduction

bSpawningActive[edit]

Type: bool

Set by kismet action inputs - controls whether we are actively spawning agents.

LastSpawnLocIndex[edit]

Type: int

Modifiers: private, transient

Holds the last SpawnLoc index used

NextDestinationIndex[edit]

Type: int

Index of next destination to pick

Remainder[edit]

Type: float

Used by spawning code to accumulate partial spawning

RepActor[edit]

Type: GameCrowdReplicationActor

Used for replicating crowd inputs to clients.

SpawnedList[edit]

Type: array<GameCrowdAgent>

Used to keep track of currently spawned crowd members.

SpawnLocs[edit]

Type: array<Actor>

Modifiers: transient

Cached set of spawn locations.

Default values[edit]

Property Value
InputLinks[0]
Member Value
LinkDesc "Start"
InputLinks[1]
Member Value
LinkDesc "Stop"
InputLinks[2]
Member Value
LinkDesc "Destroy All"
ObjCategory "Crowd"
ObjName "Crowd Spawner (New)"
OutputLinks[0]
Member Value
LinkDesc "Agent Spawned"
VariableLinks[0]
Member Value
LinkDesc "Spawn Points"
PropertyName 'SpawnPoints'
VariableLinks[1]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Spawned Agent"

Structs[edit]

AgentArchetypeInfo[edit]

Modifiers: native

Object AgentArchetype 
float FrequencyModifier 
added to selection rate.
array<Object> GroupMembers 
additional agents to spawn with this one as part of group

Default values:

Property Value
FrequencyModifier 1.0

Functions[edit]

Static events[edit]

GetObjClassVersion[edit]

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

(Description copied from SequenceObject.GetObjClassVersion)
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.

Native functions[edit]

CacheSpawnerVars[edit]

native simulated function CacheSpawnerVars ()

Cache SpawnLocs from attached Kismet vars.

KillAgents[edit]

native simulated function KillAgents ()

Immediately destroy all agents spawned by this action.

SpawnedAgent[edit]

native function SpawnedAgent (GameCrowdAgent NewAgent)

Called when agent is spawned - sets agent output and triggers spawned event

UpdateSpawning[edit]

native simulated function UpdateSpawning (float DeltaSeconds)

Manually update spawning (for use on clients where action does not become active)

Events[edit]

SpawnAgent[edit]

event GameCrowdAgent SpawnAgent (Actor SpawnLoc)

Called from C++ to actually create a new CrowdAgent actor, and initialise it

Other instance functions[edit]

CreateNewAgent[edit]

function GameCrowdAgent CreateNewAgent (Actor SpawnLoc, GameCrowdAgent AgentTemplate, GameCrowdGroup NewGroup)