I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:GameCrowdAgentBehavior (UDK)
Object >> GameCrowdAgentBehavior |
- Package:
- GameFramework
- Direct subclasses:
- GameCrowdBehavior_PlayAnimation, GameCrowdBehavior_RunFromPanic, GameCrowdBehavior_WaitForGroup, GameCrowdBehavior_WaitInQueue
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Properties
Property group 'GameCrowdAgentBehavior'
bFaceActionTargetFirst
Type: bool
If true, must face action target before starting behavior
bIdleBehavior
Type: bool
If true, agent should idle (not move between destinations)/
bIsViralBehavior
Type: bool
If true, pass on to agents encountered
MaxPlayerDistance
Type: float
Agent must be within this distance of the player to perform this behavior
Default value: 10000.0
Internal variables
ActionTarget
Type: Actor
actor to aim at during actions
bIsPanicked
Type: bool
true when agent is currently panicked
MyAgent
Type: GameCrowdAgent
Agent currently implementing this behavior instance
Functions
Native functions
HandleMovement
Handles movement destination updating for agent.
Returns:
- true if destination updating was handled
ShouldEndIdle
Called every tick when agent is currently idle (because bIdleBehavior is true)
Returns:
- true if should end idle (bIdleBehavior should also become false)
Tick
Agent's current behavior gets ticked
Events
FinishedTargetRotation
Event when agent is facing action target, called if bFaceActionTarget=true
OnAnimEnd
Anim end notification called by GameCrowdAgent.OnAnimEnd().
PropagateViralBehaviorTo
When two agents encounter each other, and one has a viral behavior and the other doesn't, the viral behavior is called to have a chance to propagate itself to the uninfected OtherAgent.
Other instance functions
ActivatedBy
Called if agent wants to provide an action target to its behavior.
AllowBehaviorAt
return true if get kismet or new behavior from this destination
AllowThisDestination
Return true if agent is allowed to go to destination while performing this behavior
CanBeUsedBy
This function is called on an archetype - do not modify any properties here!
ChangingDestination
Notification that MyAgent is changing destinations
GetBehaviorString
Get debug string about agent behavior
GetDestinationActor
Returns action agent wants behavior to be moving toward.
InitBehavior
Called when Agent activates this behavior
StopBehavior
Called when Agent stops this behavior