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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

Property group 'Behavior'

DeathAnimNames

Type: array<name>

Set of possible animation names to play when agent dies

MaxTargetAcquireTime

Type: float

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

Default value: 5.0

Property group 'LOD'

MaxAnimationDistance

Type: float

Maximum distance from camera at which this agent should be animated

Default value: 12000.0

Property group 'Rendering'

Attachments

Type: array<GameCrowdAttachmentList>

List of sets of meshes to attach to agent.

bUseRootMotionVelocity

Type: bool

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

IdleAnimNames

Type: array<name>

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

RunAnimNames

Type: array<name>

The name of the animations to use when moving more quickly

SkeletalMeshComponent

Type: SkeletalMeshComponent

SkeletalMeshComponent used for crowd member mesh

Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

WalkAnimNames

Type: array<name>

The names of the animation loops to use when moving slowly

Property group 'SpeedBlendAnim'

AnimVelRate

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

Type: float

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

Default value: 2.0

MoveSyncGroupName

Type: name

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

Default value: 'MoveGroup'

SpeedBlendEnd

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

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

ActionSeqNode

Type: AnimNodeSequence

Cached pointer to action animation player

AgentTree

Type: AnimTree

Cached pointer to AnimTree instance (SkeletalMeshComponent.Animations)

bAnimateThisTick

Type: bool

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

bIsPlayingDeathAnimation

Type: bool

true if currently playing death animation

bIsPlayingIdleAnimation

Type: bool

true if currently playing idle animation

FullBodySlot

Type: AnimNodeSlot

Cached pointer to action blend node

MaxAnimationDistanceSq

Type: float

Keep square of MaxAnimationDistance for faster testing

RunSeqNode

Type: AnimNodeSequence

Cached pointer to running animation player

SpeedBlendNode

Type: AnimNodeBlend

Cached pointer to speed blend node

WalkSeqNode

Type: AnimNodeSequence

Cached pointer to walking animation player

Default values

Property Value
Components[1] SkeletalMeshComponent'SkeletalMeshComponent0'

Subobjects

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: GameCrowdAgent.MyLightEnvironment

No new values.

SkeletalMeshComponent0

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

GameCrowdAttachmentInfo

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

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

Native functions

PlayDeath

native function PlayDeath (Object.Vector KillMomentum)

Overrides: GameCrowdAgent.PlayDeath

Stop agent moving and play death anim

SetRootMotion

native function SetRootMotion (bool bRootMotionEnabled)

Enable or disable root motion for this agent

Events

ClearLatentAnimation

event ClearLatentAnimation ()


OnAnimEnd

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

simulated event PlayIdleAnimation ()

Overrides: GameCrowdAgent.PlayIdleAnimation

Play a looping idle animation

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: GameCrowdAgent.PostBeginPlay


StopIdleAnimation

simulated event StopIdleAnimation ()

Overrides: GameCrowdAgent.StopIdleAnimation


Other instance functions

CreateAttachments

simulated function CreateAttachments ()

Create any attachments

OnPlayAgentAnimation

simulated function OnPlayAgentAnimation (SeqAct_PlayAgentAnimation Action)

Overrides: GameCrowdAgent.OnPlayAgentAnimation

Animation request from kismet

SetLighting

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)