UE3:GameCrowdDestination (UDK)
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Object >> Actor >> GameCrowdInteractionPoint >> GameCrowdDestination |
- Package:
- GameFramework
- Implemented interfaces:
- EditorLinkSelectionInterface, GameCrowdSpawnInterface, Interface_NavigationHandle
- Direct subclasses:
- GameCrowdInteractionDestination, DynamicGameCrowdDestination
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Where crowd agent is going. Destinations can kill agents that reach them or route them to another destination
Properties
Property group 'GameCrowdDestination'
bAllowAsPreviousDestination
Type: bool
bAvoidWhenPanicked
Type: bool
Don't go to this destination if panicked
bFleeDestination
Type: bool
Always run toward this destination
bKillWhenReached
Type: bool
If TRUE, kill crowd members when they reach this destination.
bMustReachExactly
Type: bool
Must reach this destination exactly - will force movement when close
bSkipBehaviorIfPanicked
Type: bool
Don't perform kismet or custom behavior at this destination if panicked
Default value: True
bSoftPerimeter
Type: bool
Whether agent should stop on reach edge of destination radius (if not reach exactly), or have a "soft" perimeter
Default value: True
Capacity
Type: int
How many agents can simultaneously have this as a destination
Default value: 1000
Frequency
Type: float
Adjusts the likelihood of agents to select this destination from list at previous destination
Default value: 1.0
InteractionDelay
Type: float
Time before an agent is allowed to attempt this sort of interaction again
InteractionTag
Type: name
Type of interaction
NextDestinations
Type: array<GameCrowdDestination>
Modifiers: duplicatetransient
QueueHead
Type: GameCrowdDestinationQueuePoint
Modifiers: duplicatetransient
queue point to use if this destination is at capacity
ReachedBehaviors
Type: array<GameCrowdAgent.BehaviorEntry>
Agents reaching this destination will pick a behavior from this list
Property group 'Restrictions'
RestrictedAgentClasses
Type: array<class<GameCrowdAgent> >
if set, agents of this class cannot use this destination
RestrictedArchetypes
if set, agents from this archetype cannot use this destination
SupportedAgentClasses
Type: array<class<GameCrowdAgent> >
if set, only agents of this class can use this destination
SupportedArchetypes
if set, agents from this archetype can use this destination
Property group 'Spawning'
bAllowsSpawning
Type: bool
True if spawning permitted at this node
Default value: True
bLineSpawner
Type: bool
Spawn in a line rather than in a circle.
bSpawnAtEdge
Type: bool
Whether to spawn agents only at the edge of the circle, or at any point within the circle.
SpawnRadius
Type: float
Radius to spawn around center of this destination
Default value: 200.0
Internal variables
AgentEnRoute
Type: GameCrowdAgent
Agent currently coming to this destination. Not guaranteed to be correct/exhaustive. Used to allow agents to trade places with nearer agent for destinations with queueing
bAdjacentToVisibleNode
Type: bool
Cache that node is currently adjacent to a visible node
bCanSpawnHereNow
Type: bool
This destination is currently available for spawning
bHasRestrictions
Type: bool
True if has supported class/archetype restrictions
bIsBeyondSpawnDistance
Type: bool
This destination is beyond the maximum spawn distance
bIsVisible
Type: bool
True if currently in line of sight of a player (may not be within view frustrum)
bLastAllowableResult
Type: bool
Caches most recent AllowableDestinationFor() result
bWillBeVisible
Type: bool
True if will become visible shortly based on player's current velocity
CustomerCount
Type: int
Modifiers: private
Current number of agents using this destination
ExactReachTolerance
Type: float
Default value: 3.0
LastSpawnTime
Type: float
Most recent time at which agent was spawned at this destination
Type: NavigationHandle
Type: class<NavigationHandle>
Navigation Handle used by agents requesting pathing
Default value: Class'Engine.NavigationHandle'
Priority
Type: float
Priority for spawning agents at this destination
QueryingAgent
Type: GameCrowdAgent
Agent that is currently requesting pathing
Default values
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: GameCrowdInteractionPoint.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
ConnectionRenderer
Class: GameFramework.GameDestinationConnRenderingComponent
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: GameCrowdInteractionPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.Crowd.T_Crowd_Spawn' |
Functions
Native functions
ReachedByAgent
Parameters:
- Agent - is the agent being checked
- Testposition - is the position to be tested
- bTestExactly - if true and GameCrowdDestination.bMustReachExactly is true means ReachedByAgent() only returns true if right on the destination
Returns:
- TRUE if Agent has reached this destination
Events
AllowableDestinationFor
Returns true if this destination is valid for Agent
DecrementCustomerCount
Decrement customer count. Update Queue if have one Be sure to decrement customer count from old destination before setting a new one! FIXMESTEVE - should probably wrap decrement old customercount into GameCrowdAgent.SetDestination()
GeneratePathToActor
Generate a path to Goal on behalf of the QueryingAgent
IncrementCustomerCount
Increment customer count, or add agent to queue if needed
spawn and init Navigation Handle
NotifyPathChanged
Specified by: Interface_NavigationHandle.NotifyPathChanged
this event is called when an edge is deleted that this handle is actively using
PostBeginPlay
Overrides: Actor.PostBeginPlay
ReachedDestination
Called after Agent reaches this destination Will be called every tick as long as ReachedByAgent() is true and agent is not idle, so should change Agent to avoid this (change current destination, make agent idle, or kill agent) )
Parameters:
- Agent - is the crowd agent that just reached this destination
- bIgnoreKismet - skips generating Kismet event if true.
Other instance functions
AtCapacity
GetSpawnPosition
Specified by: GameCrowdSpawnInterface.GetSpawnPosition
PickNewDestinationFor
Pick a new destination from this one for agent.