I don't need to test my programs. I have an error-correcting modem.
UE3:GameCrowdAgent internal variables (UDK)
Object >> Actor >> CrowdAgentBase >> GameCrowdAgent (internal variables) |
Contents
- 1 Internal variables
- 1.1 AmbientSoundComponent
- 1.2 AvoidanceShare
- 1.3 AwareUpdateFrameCount
- 1.4 bBadHitNormal
- 1.5 BeaconColor
- 1.6 BeaconMaxDist
- 1.7 BeaconOffset
- 1.8 BeaconTexture
- 1.9 BehaviorDestination
- 1.10 bHasNotifiedSpawner
- 1.11 bHitObstacle
- 1.12 bIsInSpawnPool
- 1.13 bIsPanicked
- 1.14 bPotentialEncounter
- 1.15 bSimulateThisTick
- 1.16 bUniformScale
- 1.17 bWantsGroupIdle
- 1.18 bWantsSeePlayerNotification
- 1.19 ConformTraceFrameCount
- 1.20 CurrentBehavior
- 1.21 CurrentConformTraceInterval
- 1.22 CurrentDestination
- 1.23 DesiredGroupRadiusSq
- 1.24 ExternalForce
- 1.25 EyeZOffset
- 1.26 ForceUpdateTime
- 1.27 InitialLastRenderTime
- 1.28 IntermediatePoint
- 1.29 InterpZTranslation
- 1.30 LastGroundZ
- 1.31 LastKnownGoodPosition
- 1.32 LastPathingAttempt
- 1.33 LastUpdateTime
- 1.34 LightEnvironment
- 1.35 MaxLOSLifeDistanceSq
- 1.36 MaxSeePlayerDistSq
- 1.37 MaxSpeed
- 1.38 MyArchetype
- 1.39 MyGroup
- 1.40 MySpawner
- 1.41 NavigationHandle
- 1.42 NavigationHandleClass
- 1.43 NearbyDynamics
- 1.44 ObstacleCheckCount
- 1.45 PreferredVelocity
- 1.46 PreviousDestination
- 1.47 ReachThreshold
- 1.48 RecentInteractions
- 1.49 RelevantAttractors
- 1.50 SearchExtent
- 1.51 SpawnOffset
- 1.52 WalkableFloorZ
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables
AmbientSoundComponent
Type: AudioComponent
Ambient sound being played
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
Type: NavigationHandle
Type: class<NavigationHandle>
Navigation Handle used by agents requesting pathing
Default value: Class'Engine.NavigationHandle'
NearbyDynamics
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