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UE3:GameCrowdDestination (UDK)
Object >> Actor >> GameCrowdInteractionPoint >> GameCrowdDestination |
Contents
- 1 Properties
- 1.1 Property group 'GameCrowdDestination'
- 1.1.1 bAllowAsPreviousDestination
- 1.1.2 bAvoidWhenPanicked
- 1.1.3 bFleeDestination
- 1.1.4 bKillWhenReached
- 1.1.5 bMustReachExactly
- 1.1.6 bSkipBehaviorIfPanicked
- 1.1.7 bSoftPerimeter
- 1.1.8 Capacity
- 1.1.9 Frequency
- 1.1.10 InteractionDelay
- 1.1.11 InteractionTag
- 1.1.12 NextDestinations
- 1.1.13 QueueHead
- 1.1.14 ReachedBehaviors
- 1.2 Property group 'Restrictions'
- 1.3 Property group 'Spawning'
- 1.4 Internal variables
- 1.4.1 AgentEnRoute
- 1.4.2 bAdjacentToVisibleNode
- 1.4.3 bCanSpawnHereNow
- 1.4.4 bHasRestrictions
- 1.4.5 bIsBeyondSpawnDistance
- 1.4.6 bIsVisible
- 1.4.7 bLastAllowableResult
- 1.4.8 bWillBeVisible
- 1.4.9 CustomerCount
- 1.4.10 ExactReachTolerance
- 1.4.11 LastSpawnTime
- 1.4.12 NavigationHandle
- 1.4.13 NavigationHandleClass
- 1.4.14 Priority
- 1.4.15 QueryingAgent
- 1.5 Default values
- 1.6 Subobjects
- 1.1 Property group 'GameCrowdDestination'
- 2 Functions
- 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[edit]
Property group 'GameCrowdDestination'[edit]
bAllowAsPreviousDestination[edit]
Type: bool
bAvoidWhenPanicked[edit]
Type: bool
Don't go to this destination if panicked
bFleeDestination[edit]
Type: bool
Always run toward this destination
bKillWhenReached[edit]
Type: bool
If TRUE, kill crowd members when they reach this destination.
bMustReachExactly[edit]
Type: bool
Must reach this destination exactly - will force movement when close
bSkipBehaviorIfPanicked[edit]
Type: bool
Don't perform kismet or custom behavior at this destination if panicked
Default value: True
bSoftPerimeter[edit]
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[edit]
Type: int
How many agents can simultaneously have this as a destination
Default value: 1000
Frequency[edit]
Type: float
Adjusts the likelihood of agents to select this destination from list at previous destination
Default value: 1.0
InteractionDelay[edit]
Type: float
Time before an agent is allowed to attempt this sort of interaction again
InteractionTag[edit]
Type: name
Type of interaction
NextDestinations[edit]
Type: array<GameCrowdDestination>
Modifiers: duplicatetransient
QueueHead[edit]
Type: GameCrowdDestinationQueuePoint
Modifiers: duplicatetransient
queue point to use if this destination is at capacity
ReachedBehaviors[edit]
Type: array<GameCrowdAgent.BehaviorEntry>
Agents reaching this destination will pick a behavior from this list
Property group 'Restrictions'[edit]
RestrictedAgentClasses[edit]
Type: array<class<GameCrowdAgent> >
if set, agents of this class cannot use this destination
RestrictedArchetypes[edit]
if set, agents from this archetype cannot use this destination
SupportedAgentClasses[edit]
Type: array<class<GameCrowdAgent> >
if set, only agents of this class can use this destination
SupportedArchetypes[edit]
if set, agents from this archetype can use this destination
Property group 'Spawning'[edit]
bAllowsSpawning[edit]
Type: bool
True if spawning permitted at this node
Default value: True
bLineSpawner[edit]
Type: bool
Spawn in a line rather than in a circle.
bSpawnAtEdge[edit]
Type: bool
Whether to spawn agents only at the edge of the circle, or at any point within the circle.
SpawnRadius[edit]
Type: float
Radius to spawn around center of this destination
Default value: 200.0
Internal variables[edit]
AgentEnRoute[edit]
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[edit]
Type: bool
Cache that node is currently adjacent to a visible node
bCanSpawnHereNow[edit]
Type: bool
This destination is currently available for spawning
bHasRestrictions[edit]
Type: bool
True if has supported class/archetype restrictions
bIsBeyondSpawnDistance[edit]
Type: bool
This destination is beyond the maximum spawn distance
bIsVisible[edit]
Type: bool
True if currently in line of sight of a player (may not be within view frustrum)
bLastAllowableResult[edit]
Type: bool
Caches most recent AllowableDestinationFor() result
bWillBeVisible[edit]
Type: bool
True if will become visible shortly based on player's current velocity
CustomerCount[edit]
Type: int
Modifiers: private
Current number of agents using this destination
ExactReachTolerance[edit]
Type: float
Default value: 3.0
LastSpawnTime[edit]
Type: float
Most recent time at which agent was spawned at this destination
[edit]
Type: NavigationHandle
[edit]
Type: class<NavigationHandle>
Navigation Handle used by agents requesting pathing
Default value: Class'Engine.NavigationHandle'
Priority[edit]
Type: float
Priority for spawning agents at this destination
QueryingAgent[edit]
Type: GameCrowdAgent
Agent that is currently requesting pathing
Default values[edit]
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: GameCrowdInteractionPoint.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
ConnectionRenderer[edit]
Class: GameFramework.GameDestinationConnRenderingComponent
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: GameCrowdInteractionPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.Crowd.T_Crowd_Spawn' |
Functions[edit]
Native functions[edit]
ReachedByAgent[edit]
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[edit]
AllowableDestinationFor[edit]
Returns true if this destination is valid for Agent
DecrementCustomerCount[edit]
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[edit]
Generate a path to Goal on behalf of the QueryingAgent
IncrementCustomerCount[edit]
Increment customer count, or add agent to queue if needed
[edit]
spawn and init Navigation Handle
NotifyPathChanged[edit]
Specified by: Interface_NavigationHandle.NotifyPathChanged
this event is called when an edge is deleted that this handle is actively using
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReachedDestination[edit]
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[edit]
AtCapacity[edit]
GetSpawnPosition[edit]
Specified by: GameCrowdSpawnInterface.GetSpawnPosition
PickNewDestinationFor[edit]
Pick a new destination from this one for agent.
- UDK-specific classes
- Classes in UDK package GameFramework
- Classes implementing EditorLinkSelectionInterface (UDK)
- Classes implementing GameCrowdSpawnInterface (UDK)
- Classes implementing Interface NavigationHandle (UDK)
- Subclasses of GameCrowdInteractionPoint (UDK)
- Auto-generated pages requiring human attention