Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:GameCrowdAgentSkeletal (UDK)
Object >> Actor >> CrowdAgentBase >> GameCrowdAgent >> GameCrowdAgentSkeletal |
- Package:
- GameFramework
- Implemented interfaces:
- Interface_NavigationHandle
- Direct subclass:
- UTGameCrowdAgent
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Properties
Property group 'Behavior'
DeathAnimNames
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
The name of the animations to use when not moving (and not playing a custom animation)
RunAnimNames
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
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 |
|
||||||||
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 |
|
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
Overrides: GameCrowdAgent.PlayDeath
Stop agent moving and play death anim
SetRootMotion
Enable or disable root motion for this agent
Events
ClearLatentAnimation
OnAnimEnd
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
Overrides: GameCrowdAgent.PlayIdleAnimation
Play a looping idle animation
PostBeginPlay
Overrides: GameCrowdAgent.PostBeginPlay
StopIdleAnimation
Overrides: GameCrowdAgent.StopIdleAnimation
Other instance functions
CreateAttachments
Create any attachments
OnPlayAgentAnimation
Overrides: GameCrowdAgent.OnPlayAgentAnimation
Animation request from kismet
SetLighting
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)