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UE3:SeqAct_GameCrowdSpawner (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_GameCrowdSpawner |
- Package:
- GameFramework
- Direct subclass:
- SeqAct_UTCrowdSpawner
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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
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
Modifiers: transient
Cached set of spawn locations.
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
InputLinks[0] |
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InputLinks[1] |
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InputLinks[2] |
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ObjCategory | "Crowd" | ||||||||
ObjName | "Crowd Spawner (New)" | ||||||||
OutputLinks[0] |
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VariableLinks[0] |
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VariableLinks[1] |
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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
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
Cache SpawnLocs from attached Kismet vars.
KillAgents
Immediately destroy all agents spawned by this action.
SpawnedAgent
Called when agent is spawned - sets agent output and triggers spawned event
UpdateSpawning
Manually update spawning (for use on clients where action does not become active)
Events
SpawnAgent
Called from C++ to actually create a new CrowdAgent actor, and initialise it