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UE3:SeqAct_GameCrowdSpawner (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_GameCrowdSpawner
Package: 
GameFramework
Direct subclass:
SeqAct_UTCrowdSpawner


Properties

Property group 'Lighting'

AgentLightingChannel

Type: LightComponent.LightingChannelContainer

Lighting channels to put the agents in.

Default value:

Member Value
bInitialized True
Crowd True

bCastShadows

Type: bool

Whether agents from this spawner should cast shadows

bEnableCrowdLightEnvironment

Type: bool

Whether to enable the light environment on crowd members.

Property group 'SeqAct_GameCrowdSpawner'

AgentArchetypes

Type: array<AgentArchetypeInfo>

Archetypes of agents spawned by this crowd spawner

AgentWarmupTime

Type: float

Average time to "warm up" spawned agents before letting them sleep if not rendered

Default value: 5.0

bCycleSpawnLocs

Type: bool

If true, the spawner will cycle through the spawn locations instead of spawning from a randomly chosen one

bForceNavMeshPathing

Type: bool

If true, force nav mesh navigation for all agents from this spawner

bForceObstacleChecking

Type: bool

If true, force obstacle checking for all agents from this spawner

bOnlySpawnHidden

Type: bool

If true, only spawn agents if player can't see spawn point

Default value: True

bRespawnDeadAgents

Type: bool

If TRUE, agents that are totally removed (ie blown up) are respawned

Default value: True

bWarmupPosition

Type: bool

If true, and initial spawn positiong is not in player's line of sight, and agent is not part of a group, agent will try to find an starting position at a random spot between the initial spawn positing and its initial destination that isn't in the player's line of sight.

SpawnNum

Type: int

The maximum number of agents alive at one time. If agents are destroyed, more will spawn to meet this number.

Default value: 100

SpawnRadius

Type: float

Radius around target actor(s) to spawn agents.

Default value: 200.0

SpawnRate

Type: float

How many agents per second will be spawned at the target actor(s).

Default value: 10.0

SplitScreenNumReduction

Type: float

How much to reduce number by in splitscreen

Default value: 0.5

Internal variables

AgentFrequencySum

Type: float

Sum of agent types + frequency modifiers

bHasReducedNumberDueToSplitScreen

Type: bool

Whether we have already done the number reduction

bSpawningActive

Type: bool

Set by kismet action inputs - controls whether we are actively spawning agents.

LastSpawnLocIndex

Type: int

Modifiers: private, transient

Holds the last SpawnLoc index used

NextDestinationIndex

Type: int

Index of next destination to pick

Remainder

Type: float

Used by spawning code to accumulate partial spawning

RepActor

Type: GameCrowdReplicationActor

Used for replicating crowd inputs to clients.

SpawnedList

Type: array<GameCrowdAgent>

Used to keep track of currently spawned crowd members.

SpawnLocs

Type: array<Actor>

Modifiers: transient

Cached set of spawn locations.

Default values

Property Value
InputLinks[0]
Member Value
LinkDesc "Start"
InputLinks[1]
Member Value
LinkDesc "Stop"
InputLinks[2]
Member Value
LinkDesc "Destroy All"
ObjCategory "Crowd"
ObjName "Crowd Spawner (New)"
OutputLinks[0]
Member Value
LinkDesc "Agent Spawned"
VariableLinks[0]
Member Value
LinkDesc "Spawn Points"
PropertyName 'SpawnPoints'
VariableLinks[1]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Spawned Agent"

Structs

AgentArchetypeInfo

Modifiers: native

Object AgentArchetype 
float FrequencyModifier 
added to selection rate.
array<Object> GroupMembers 
additional agents to spawn with this one as part of group

Default values:

Property Value
FrequencyModifier 1.0

Functions

Static events

GetObjClassVersion

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

(Description copied from SequenceObject.GetObjClassVersion)
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.

Native functions

CacheSpawnerVars

native simulated function CacheSpawnerVars ()

Cache SpawnLocs from attached Kismet vars.

KillAgents

native simulated function KillAgents ()

Immediately destroy all agents spawned by this action.

SpawnedAgent

native function SpawnedAgent (GameCrowdAgent NewAgent)

Called when agent is spawned - sets agent output and triggers spawned event

UpdateSpawning

native simulated function UpdateSpawning (float DeltaSeconds)

Manually update spawning (for use on clients where action does not become active)

Events

SpawnAgent

event GameCrowdAgent SpawnAgent (Actor SpawnLoc)

Called from C++ to actually create a new CrowdAgent actor, and initialise it

Other instance functions

CreateNewAgent

function GameCrowdAgent CreateNewAgent (Actor SpawnLoc, GameCrowdAgent AgentTemplate, GameCrowdGroup NewGroup)