My program doesn't have bugs. It just develops random features.

UE3:GameCrowdForcePoint (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 06:39, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 2))

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> GameCrowdInteractionPoint >> GameCrowdForcePoint
Package: 
GameFramework
Direct subclasses:
GameCrowdAttractor, GameCrowdRepulsor

Used for attracting agents to an area. If too strong, agents won't continue to destination

Default values[edit]

Property Value
bCollideActors True

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: GameCrowdInteractionPoint.CollisionCylinder

Property Value
CollideActors True
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: GameCrowdInteractionPoint.Sprite

Property Value
ReplacementPrimitive None
Sprite Texture2D'EditorResources.Crowd.T_Crowd_Attractor'

Events[edit]

AppliedForce[edit]

event Object.Vector AppliedForce (GameCrowdAgent Agent)

Returns force applied to Agent by this force point.

Touch[edit]

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch

Add to touching agent's RelevantAttractors list, even if not enabled (because might get enabled while still touching agent

UnTouch[edit]

event UnTouch (Actor Other)

Overrides: Actor.UnTouch

Remove from touching agent's RelevantAttractors list