Gah - a solution with more questions. – EntropicLqd
UE3:GameCrowdAgentSkeletal (UDK)
Object >> Actor >> CrowdAgentBase >> GameCrowdAgent >> GameCrowdAgentSkeletal |
- Package:
- GameFramework
- Implemented interfaces:
- Interface_NavigationHandle
- Direct subclass:
- UTGameCrowdAgent
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Properties[edit]
Property group 'Behavior'[edit]
DeathAnimNames[edit]
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]
The name of the animations to use when not moving (and not playing a custom animation)
RunAnimNames[edit]
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]
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 |
|
||||||||
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 |
|
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]
Overrides: GameCrowdAgent.PlayDeath
Stop agent moving and play death anim
SetRootMotion[edit]
Enable or disable root motion for this agent
Events[edit]
ClearLatentAnimation[edit]
OnAnimEnd[edit]
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]
Overrides: GameCrowdAgent.PlayIdleAnimation
Play a looping idle animation
PostBeginPlay[edit]
Overrides: GameCrowdAgent.PostBeginPlay
StopIdleAnimation[edit]
Overrides: GameCrowdAgent.StopIdleAnimation
Other instance functions[edit]
CreateAttachments[edit]
Create any attachments
OnPlayAgentAnimation[edit]
Overrides: GameCrowdAgent.OnPlayAgentAnimation
Animation request from kismet
SetLighting[edit]
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)