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UE3:SeqAct_GameCrowdSpawner (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_GameCrowdSpawner |
- Package:
- GameFramework
- Direct subclass:
- SeqAct_UTCrowdSpawner
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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
[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]
Modifiers: transient
Cached set of spawn locations.
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
InputLinks[0] |
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InputLinks[1] |
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InputLinks[2] |
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ObjCategory | "Crowd" | ||||||||
ObjName | "Crowd Spawner (New)" | ||||||||
OutputLinks[0] |
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VariableLinks[0] |
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VariableLinks[1] |
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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]
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]
Cache SpawnLocs from attached Kismet vars.
KillAgents[edit]
Immediately destroy all agents spawned by this action.
SpawnedAgent[edit]
Called when agent is spawned - sets agent output and triggers spawned event
UpdateSpawning[edit]
Manually update spawning (for use on clients where action does not become active)
Events[edit]
SpawnAgent[edit]
Called from C++ to actually create a new CrowdAgent actor, and initialise it