Mostly Harmless

UE3:GameCrowdAgent internal variables (UDK)

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UDK Object >> Actor >> CrowdAgentBase >> GameCrowdAgent (internal variables)

Internal variables

AmbientSoundComponent

Type: AudioComponent

Ambient sound being played

AvoidanceShare

Type: float

Share of avoidance by this agent type

Default value: 0.5

AwareUpdateFrameCount

Type: int

Modifiers: transient

Used to count how many frames since the last conform trace.

bBadHitNormal

Type: bool

flags set for debugging (set each tick)

BeaconColor

Type: Object.LinearColor

Modifiers: const

Beacon background color

Default value:

Member Value
A 0.5
B 0.5
G 0.5
R 0.5

BeaconMaxDist

Type: float

Max distance to draw debug beacon

Default value: 1500.0

BeaconOffset

Type: Object.Vector

Debug beacon offset from Location

Default value:

Member Value
X 0.0
Y 0.0
Z 140.0

BeaconTexture

Type: Texture2D

Modifiers: const

Background texture for debug beacon

Default value: Texture2D'EngineResources.WhiteSquareTexture'

BehaviorDestination

Type: GameCrowdDestination

Last destination where performed Kismet/Behavior. Cleared when have new destination. Used to keep from looping kismet/behavior at destination.

bHasNotifiedSpawner

Type: bool

True if already notified spawner about destruction

bHitObstacle

Type: bool

flags set for debugging (set each tick)

bIsInSpawnPool

Type: bool

true if agent is currently sitting in pop mgr's agent pool

bIsPanicked

Type: bool

FIXMESTEVE - only used for animation now. Need to replace with more appropriately named property

bPotentialEncounter

Type: bool

Set when updating dynamics if agent is potential encounter for updating agent - only valid in HandlePotentialAgentEncounter() event.

bSimulateThisTick

Type: bool

Whether to perform crowd simulation this tick on this agent ( updated using ShouldPerformCrowdSimulation() )

bUniformScale

Type: bool

Whether to use same scale variation in all axes

Default value: True

bWantsGroupIdle

Type: bool

Whether should idle and wait for other group members

bWantsSeePlayerNotification

Type: bool

Note currently only checks if see player when being rendered

ConformTraceFrameCount

Type: int

Modifiers: transient

Used to count how many frames since the last conform trace.

CurrentBehavior

Type: GameCrowdAgentBehavior

Current applied behavior instance

CurrentConformTraceInterval

Type: int

Current conform interval

Default value: 10

CurrentDestination

Type: GameCrowdDestination

Current destination

DesiredGroupRadiusSq

Type: float

Keep square of DesiredGroupRadius for faster testing

ExternalForce

Type: Object.Vector

Additional force applied to this crowd agent externally - zeroed each frame.

EyeZOffset

Type: float

Eye Z offset from location

Default value: 40.0

ForceUpdateTime

Type: float

World time when agent was spawned or last rendered

InitialLastRenderTime

Type: float

Initial setting of LastRenderTime (used to see if agent was ever actually rendered)

IntermediatePoint

Type: Object.Vector

Current movement destination intermediate to reaching CurrentDestination

InterpZTranslation

Type: float

If conforming to ground, this is how much to move the agent each frame between line-trace updates.

LastGroundZ

Type: float

TEMP for debugging - last ground conform hit normal Z

LastKnownGoodPosition

Type: Object.Vector

Last position validated by collision trace

LastPathingAttempt

Type: float

Last time pathing was attempted for this agent

LastUpdateTime

Type: float

Used to limit update frequency of agents that are not visible

LightEnvironment

Type: DynamicLightEnvironmentComponent

Modifiers: const, editconst

Pointer to LightEnvironment

Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'

MaxLOSLifeDistanceSq

Type: float

Keep square of MaxLOSLifeDistance for faster testing

MaxSeePlayerDistSq

Type: float

Calculated from behaviors in SeePlayerList

MaxSpeed

Type: float

Current max speed

MyArchetype

Type: GameCrowdAgent

Archetype used to spawn this agent

MyGroup

Type: GameCrowdGroup

Agent group this agent is part of

MySpawner

Type: GameCrowdSpawnerInterface

Actor with GameCrowdSpawnerInterface which spawned this agent

NavigationHandle

Type: NavigationHandle


NavigationHandleClass

Type: class<NavigationHandle>

Navigation Handle used by agents requesting pathing

Default value: Class'Engine.NavigationHandle'

NearbyDynamics

Type: array<Actor>

Modifiers: transient

Nearby pawns and agents. Updated periodically (AwareUpdateInterval) using main Octree FIXMESTEVE - do we need more than one array, and should we put other dynamic actors in it?

ObstacleCheckCount

Type: int


PreferredVelocity

Type: Object.Vector

Velocity in the absence of other agent interactions

PreviousDestination

Type: GameCrowdDestination

where agent is coming from

ReachThreshold

Type: float

Random variation in how closely agent must reach destination (0.5 to 1.0)

Default value: 1.0

RecentInteractions

Type: array<RecentInteraction>


RelevantAttractors

Type: array<GameCrowdForcePoint>

Modifiers: transient

Updated by touch using main Octree

SearchExtent

Type: Object.Vector

bounding box to use for pathing queries

Default value:

Member Value
X 15.0
Y 15.0
Z 40.0

SpawnOffset

Type: Object.Vector

Used for keeping groups spawned together

WalkableFloorZ

Type: float

Used for accessing potential obstacles - not an obstacle if hitnormal.Z > WalkableFloorZ

Default value: 0.7