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UE3:GameCrowdAgentSkeletal (UDK)

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UDK Object >> Actor >> CrowdAgentBase >> GameCrowdAgent >> GameCrowdAgentSkeletal
Package: 
GameFramework
Implemented interfaces
Interface_NavigationHandle
Direct subclass:
UTGameCrowdAgent


Properties[edit]

Property group 'Behavior'[edit]

DeathAnimNames[edit]

Type: array<name>

Set of possible animation names to play when agent dies

MaxTargetAcquireTime[edit]

Type: float

Maximum time to try to rotate toward a target before playing animation

Default value: 5.0

Property group 'LOD'[edit]

MaxAnimationDistance[edit]

Type: float

Maximum distance from camera at which this agent should be animated

Default value: 12000.0

Property group 'Rendering'[edit]

Attachments[edit]

Type: array<GameCrowdAttachmentList>

List of sets of meshes to attach to agent.

bUseRootMotionVelocity[edit]

Type: bool

If true, clamp velocity based on root motion in movement animations

IdleAnimNames[edit]

Type: array<name>

The name of the animations to use when not moving (and not playing a custom animation)

RunAnimNames[edit]

Type: array<name>

The name of the animations to use when moving more quickly

SkeletalMeshComponent[edit]

Type: SkeletalMeshComponent

SkeletalMeshComponent used for crowd member mesh

Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

WalkAnimNames[edit]

Type: array<name>

The names of the animation loops to use when moving slowly

Property group 'SpeedBlendAnim'[edit]

AnimVelRate[edit]

Type: float

This controls how the animation playback rate changes based on the speed of the agent (if not using root motion)

Default value: 0.0098

MaxSpeedBlendChangeSpeed[edit]

Type: float

Limits how quickly blending between running and walking can happen. (if not using root motion)

Default value: 2.0

MoveSyncGroupName[edit]

Type: name

Name of sync group for movement, whose rate is scaled (if not using root motion)

Default value: 'MoveGroup'

SpeedBlendEnd[edit]

Type: float

Above this speed, the running animation is used. Between this and SpeedBlendStart the animations are blended (if the AnimTree has a SpeedBlendNode, and not using root motion)

Default value: 180.0

SpeedBlendStart[edit]

Type: float

Below this speed, the walking animation is used (if the AnimTree has a SpeedBlendNode, and not using root motion)

Default value: 150.0

Internal variables[edit]

ActionSeqNode[edit]

Type: AnimNodeSequence

Cached pointer to action animation player

AgentTree[edit]

Type: AnimTree

Cached pointer to AnimTree instance (SkeletalMeshComponent.Animations)

bAnimateThisTick[edit]

Type: bool

Whether to perform animation updates this tick on this agent ( updated using ShouldPerformCrowdSimulation() )

bIsPlayingDeathAnimation[edit]

Type: bool

true if currently playing death animation

bIsPlayingIdleAnimation[edit]

Type: bool

true if currently playing idle animation

FullBodySlot[edit]

Type: AnimNodeSlot

Cached pointer to action blend node

MaxAnimationDistanceSq[edit]

Type: float

Keep square of MaxAnimationDistance for faster testing

RunSeqNode[edit]

Type: AnimNodeSequence

Cached pointer to running animation player

SpeedBlendNode[edit]

Type: AnimNodeBlend

Cached pointer to speed blend node

WalkSeqNode[edit]

Type: AnimNodeSequence

Cached pointer to walking animation player

Default values[edit]

Property Value
Components[1] SkeletalMeshComponent'SkeletalMeshComponent0'

Subobjects[edit]

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: GameCrowdAgent.MyLightEnvironment

No new values.

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Property Value
bAllowAmbientOcclusion False
bCastDynamicShadow False
bEnableLineCheckWithBounds True
BlockZeroExtent True
bTickAnimNodesWhenNotRendered False
bUpdateSkelWhenNotRendered False
bUseAsOccluder False
CollideActors True
LightEnvironment DynamicLightEnvironmentComponent'GameFramework.Default__GameCrowdAgentSkeletal:MyLightEnvironment'
MotionBlurScale 0.0
RBChannel RBCC_GameplayPhysics
RBCollideWithChannels
Member Value
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None

Structs[edit]

GameCrowdAttachmentInfo[edit]

Modifiers: native

Info about mesh we might want to use as an attachment.

StaticMesh StaticMesh 
Pointer to mesh to attach
float Chance 
Chance of choosing this attachment.
Object.Vector Scale3D 
Scaling applied to mesh when attached

Default values:

Property Value
Chance 1.0
Scale3D
Member Value
X 1.0
Y 1.0
Z 1.0

GameCrowdAttachmentList[edit]

Modifiers: native

Info about things you can attach to one socket.

name SocketName 
Name of socket to attach mesh to
array<GameCrowdAttachmentInfo> List 
List of possible meshes to attach to this socket.

Functions[edit]

Native functions[edit]

PlayDeath[edit]

native function PlayDeath (Object.Vector KillMomentum)

Overrides: GameCrowdAgent.PlayDeath

Stop agent moving and play death anim

SetRootMotion[edit]

native function SetRootMotion (bool bRootMotionEnabled)

Enable or disable root motion for this agent

Events[edit]

ClearLatentAnimation[edit]

event ClearLatentAnimation ()


OnAnimEnd[edit]

event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: Actor.OnAnimEnd

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

PlayIdleAnimation[edit]

simulated event PlayIdleAnimation ()

Overrides: GameCrowdAgent.PlayIdleAnimation

Play a looping idle animation

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: GameCrowdAgent.PostBeginPlay


StopIdleAnimation[edit]

simulated event StopIdleAnimation ()

Overrides: GameCrowdAgent.StopIdleAnimation


Other instance functions[edit]

CreateAttachments[edit]

simulated function CreateAttachments ()

Create any attachments

OnPlayAgentAnimation[edit]

simulated function OnPlayAgentAnimation (SeqAct_PlayAgentAnimation Action)

Overrides: GameCrowdAgent.OnPlayAgentAnimation

Animation request from kismet

SetLighting[edit]

simulated function SetLighting (bool bEnableLightEnvironment, LightComponent.LightingChannelContainer AgentLightingChannel, bool bCastShadows)

Overrides: GameCrowdAgent.SetLighting

(Description copied from GameCrowdAgent.SetLighting)
Set agent lighting

Parameters:

  • bEnableLightEnvironment - controls whether light environment is enabled
  • AgentLightingChannel - is the lighting channel to use (GameCrowdAgentSkeletal only)
  • bCastShadows - controls whether agent casts shadows (GameCrowdAgentSkeletal only)