UE3:GameCrowdPopulationManager (UDK): Difference between revisions
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Manages adding appropriate crowd population around player
Agents will be spawned/recycled at any available active GameCrowdDestination
Properties
Property group 'GameCrowdPopulationManager'
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.
Default value: True
Internal variables
AgentArchetypes
Type: array<SeqAct_GameCrowdSpawner.AgentArchetypeInfo>
Archetypes of agents spawned by this crowd spawner
AgentCount
Type: int
Number of currently spawned crowd members.
AgentFrequencySum
Type: float
Sum of agent types + frequency modifiers
AgentLightingChannel
Type: LightComponent.LightingChannelContainer
Lighting channels to put the agents in.
Default value:
Member | Value |
---|---|
bInitialized | True |
Crowd | True |
AgentPool
Type: array<GameCrowdAgent>
Pool of agents available for re-use: these are agents close to being removed
AgentWarmupTime
Type: float
Average time to "warm up" spawned agents before letting them sleep if not rendered
Default value: 2.0
bCastShadows
Type: bool
Whether agents from this spawner should cast shadows
bEnableCrowdLightEnvironment
Type: bool
Whether to enable the light environment on crowd members.
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
bHaveInitialPopulation
Type: bool
flag set when first adding agents. Extra fill on first tick
bSpawningActive
Type: bool
Controls whether we are actively spawning agents.
Default value: True
HeadVisibilityOffset
Type: float
Offset used to validate spawn by checking above spawn location to see if head/torso would be visible
Default value: 40.0
InitialPopulationPct
Type: float
How much population to add first tick
Default value: 0.2
KilledCount
Type: int
Agent spawning stats
MaxAgentPoolSize
Type: int
Maximum size of agent pool
Default value: 20
MaxSpawnDistSq
Type: float
Square of max distance allowed for spawns
Default value: 4.0E8
MinBehindSpawnDistSq
Type: float
Square of min distance allowed for in line of sight but out of view frustrum agent spawns
Default value: 2.5E7
PlayerPositionPredictionTime
Type: float
How far ahead to compute predicted player position for spawn prioritization
Default value: 5.0
PoolCount
Type: int
Agent spawning stats
PotentialSpawnPoints
Type: array<GameCrowdDestination>
List of all GameCrowdDestinations that are PotentialSpawnPoints
PrioritizationIndex
Type: int
Index into prioritization array for picking spawn points, incremented as agents are spawned at each point
PrioritizationUpdateIndex
Type: int
Index into prioritization array for updating prioritization
PrioritizedSpawnPoints
Type: array<GameCrowdDestination>
Ordered array of prioritized spawn GameCrowdDestinations
Remainder
Type: float
Used by spawning code to accumulate partial spawning
SpawnedCount
Type: int
Agent spawning stats
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: 700
SpawnPrioritizationInterval
Type: float
How frequently to reprioritize GameCrowdDestinations as potential spawn points
Default value: 0.4
SpawnRate
Type: float
How many agents per second will be spawned at the target actor(s).
Default value: 50.0
SplitScreenNumReduction
Type: float
How much to reduce number by in splitscreen
Default value: 0.5
Default values
Property | Value |
---|---|
bHidden | True |
bOnlyDirtyReplication | True |
bSkipActorPropertyReplication | True |
CollisionType | COLLIDE_CustomDefault |
NetUpdateFrequency | 10.0 |
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
SpawnAgent
Actually create a new CrowdAgent actor, and initialise it
Tick
Overrides: Actor.Tick
FIXMESTEVE - Nativize?
Other instance functions
AddPrioritizedSpawnPoint
Prioritize passed in GameCrowdDestination and insert it into ordered PrioritizedSpawnPoints list, offset from current starting point
AddToAgentPool
Specified by: GameCrowdSpawnerInterface.AddToAgentPool
AgentDestroyed
Specified by: GameCrowdSpawnerInterface.AgentDestroyed
AnalyzeSpawnPoints
CreateNewAgent
Create new GameCrowdAgent and initialize it
DisplayDebug
Overrides: Actor.DisplayDebug
Use 'GameDebug' console command to show this debug info
Useful to show general debug info not tied to a particular concrete actor.
InitializeSpawnPoints
Fill PotentialSpawnPoints list. Once it is filled, initially fill PrioritizedSpawnPoints with visible points for first frame pop fill
OnGameCrowdPopulationManagerToggle
PickSpawnPoint
Returns:
- best spawn point to spawn next crowd agent
PrioritizeSpawnPoints
Prioritize GameCrowdDestinations as potential spawn points
ValidateSpawnAt
Determine whether candidate spawn point is currently valid