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GameFramework.GameCrowdDestination

Extends
GameCrowdInteractionPoint
Modifiers
implements ( GameCrowdSpawnInterface ) implements ( EditorLinkSelectionInterface ) dependsOn ( GameCrowdAgent ) native

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Where crowd agent is going. Destinations can kill agents that reach them or route them to another destination

Core.Object
|   
+-- Engine.Actor
   |   
   +-- GameFramework.GameCrowdInteractionPoint
      |   
      +-- GameFramework.GameCrowdDestination

Direct Known Subclasses:

DynamicGameCrowdDestination, GameCrowdInteractionDestination

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
GameCrowdAgentAgentEnRoute
boolbAdjacentToVisibleNode
boolbCanSpawnHereNow
boolbHasNavigationMesh
boolbHasRestrictions
boolbIsBeyondSpawnDistance
boolbIsVisible
boolbLastAllowableResult
boolbWillBeVisible
intCustomerCount
floatExactReachTolerance
floatLastSpawnTime
GameCrowdPopulationManagerMyPopMgr
floatPriority
GameCrowdDestination
boolbAllowAsPreviousDestination
boolbAvoidWhenPanicked
boolbFleeDestination
boolbKillWhenReached
boolbMustReachExactly
boolbSkipBehaviorIfPanicked
boolbSoftPerimeter
intCapacity
floatFrequency
floatInteractionDelay
NameInteractionTag
array<GameCrowdDestination>NextDestinations
GameCrowdDestinationQueuePointQueueHead
array<BehaviorEntry>ReachedBehaviors
Restrictions
array<class<GameCrowdAgent>>RestrictedAgentClasses
array<object>RestrictedArchetypes
array<class<GameCrowdAgent>>SupportedAgentClasses
array<object>SupportedArchetypes
Spawning
boolbAllowsSpawning
boolbLineSpawner
boolbSpawnAtEdge
floatSpawnRadius
Inherited Variables from GameFramework.GameCrowdInteractionPoint
bIsEnabled, CylinderComponent
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
eventbool AllowableDestinationFor (GameCrowdAgent Agent))
functionbool AtCapacity ()))
event DecrementCustomerCount (GameCrowdAgent DepartingAgent))
function Destroyed ()))
function GetSpawnPosition (SeqAct_GameCrowdSpawner Spawner, out vector SpawnPos, out rotator SpawnRot))
event IncrementCustomerCount (GameCrowdAgent ArrivingAgent))
function PickNewDestinationFor (GameCrowdAgent Agent, bool bIgnoreRestrictions ))
function PostBeginPlay ()))
functionbool ReachedByAgent (GameCrowdAgent Agent, vector TestPosition, bool bTestExactly)
event ReachedDestination (GameCrowdAgent Agent))
Inherited Functions from GameFramework.GameCrowdInteractionPoint
OnToggle
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap


Variables Detail

AgentEnRoute Source code

var GameCrowdAgent AgentEnRoute;
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 Source code

var bool bAdjacentToVisibleNode;
Cache that node is currently adjacent to a visible node

bCanSpawnHereNow Source code

var bool bCanSpawnHereNow;
This destination is currently available for spawning

bHasNavigationMesh Source code

var bool bHasNavigationMesh;
Whether there is a valid NavigationMesh around this destination

bHasRestrictions Source code

var bool bHasRestrictions;
True if has supported class/archetype restrictions

bIsBeyondSpawnDistance Source code

var bool bIsBeyondSpawnDistance;
This destination is beyond the maximum spawn distance

bIsVisible Source code

var bool bIsVisible;
True if currently in line of sight of a player (may not be within view frustrum)

bLastAllowableResult Source code

var bool bLastAllowableResult;
Caches most recent AllowableDestinationFor() result

bWillBeVisible Source code

var bool bWillBeVisible;
True if will become visible shortly based on player's current velocity

CustomerCount Source code

var private int CustomerCount;
Current number of agents using this destination

ExactReachTolerance Source code

var float ExactReachTolerance;

LastSpawnTime Source code

var float LastSpawnTime;
Most recent time at which agent was spawned at this destination

MyPopMgr Source code

var transient GameCrowdPopulationManager MyPopMgr;
Population manager with which this destination is associated

Priority Source code

var float Priority;
Priority for spawning agents at this destination

GameCrowdDestination

bAllowAsPreviousDestination Source code

var(GameCrowdDestination) bool bAllowAsPreviousDestination;

bAvoidWhenPanicked Source code

var(GameCrowdDestination) bool bAvoidWhenPanicked;
Don't go to this destination if panicked

bFleeDestination Source code

var(GameCrowdDestination) bool bFleeDestination;
Always run toward this destination

bKillWhenReached Source code

var(GameCrowdDestination) bool bKillWhenReached;
If TRUE, kill crowd members when they reach this destination.

bMustReachExactly Source code

var(GameCrowdDestination) bool bMustReachExactly;
Must reach this destination exactly - will force movement when close

bSkipBehaviorIfPanicked Source code

var(GameCrowdDestination) bool bSkipBehaviorIfPanicked;
Don't perform kismet or custom behavior at this destination if panicked

bSoftPerimeter Source code

var(GameCrowdDestination) bool bSoftPerimeter;
Whether agent should stop on reach edge of destination radius (if not reach exactly), or have a "soft" perimeter

Capacity Source code

var(GameCrowdDestination) int Capacity;
How many agents can simultaneously have this as a destination

Frequency Source code

var(GameCrowdDestination) float Frequency;
Adjusts the likelihood of agents to select this destination from list at previous destination

InteractionDelay Source code

var(GameCrowdDestination) float InteractionDelay;
Time before an agent is allowed to attempt this sort of interaction again

InteractionTag Source code

var(GameCrowdDestination) Name InteractionTag;
Type of interaction

NextDestinations Source code

var(GameCrowdDestination) duplicatetransient array<GameCrowdDestination> NextDestinations;

QueueHead Source code

var(GameCrowdDestination) duplicatetransient GameCrowdDestinationQueuePoint QueueHead;
queue point to use if this destination is at capacity

ReachedBehaviors Source code

var(GameCrowdDestination) array<BehaviorEntry> ReachedBehaviors;
Agents reaching this destination will pick a behavior from this list

Restrictions

RestrictedAgentClasses Source code

var(Restrictions) array<class<GameCrowdAgent>> RestrictedAgentClasses;
if set, agents of this class cannot use this destination

RestrictedArchetypes Source code

var(Restrictions) array<object> RestrictedArchetypes;
if set, agents from this archetype cannot use this destination

SupportedAgentClasses Source code

var(Restrictions) array<class<GameCrowdAgent>> SupportedAgentClasses;
if set, only agents of this class can use this destination

SupportedArchetypes Source code

var(Restrictions) array<object> SupportedArchetypes;
if set, agents from this archetype can use this destination

Spawning

bAllowsSpawning Source code

var(Spawning) bool bAllowsSpawning;
True if spawning permitted at this node

bLineSpawner Source code

var(Spawning) bool bLineSpawner;
Spawn in a line rather than in a circle.

bSpawnAtEdge Source code

var(Spawning) bool bSpawnAtEdge;
Whether to spawn agents only at the edge of the circle, or at any point within the circle.

SpawnRadius Source code

var(Spawning) float SpawnRadius;
Radius to spawn around center of this destination


Functions Detail

AllowableDestinationFor Source code

simulated event bool AllowableDestinationFor ( GameCrowdAgent Agent) )
Returns true if this destination is valid for Agent

AtCapacity Source code

simulated function bool AtCapacity ( ) )

DecrementCustomerCount Source code

simulated event DecrementCustomerCount ( GameCrowdAgent DepartingAgent) )
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()

Destroyed Source code

simulated function Destroyed ( ) )

GetSpawnPosition Source code

simulated function GetSpawnPosition ( SeqAct_GameCrowdSpawner Spawner, out vector SpawnPos, out rotator SpawnRot) )

IncrementCustomerCount Source code

simulated event IncrementCustomerCount ( GameCrowdAgent ArrivingAgent) )
Increment customer count, or add agent to queue if needed

PickNewDestinationFor Source code

simulated function PickNewDestinationFor ( GameCrowdAgent Agent, bool bIgnoreRestrictions ) )
Pick a new destination from this one for agent.

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ReachedByAgent Source code

native simulated function bool ReachedByAgent ( GameCrowdAgent Agent, vector TestPosition, bool bTestExactly )
@PARAM Agent is the agent being checked @PARAM Testposition is the position to be tested @PARAM 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

ReachedDestination Source code

simulated event ReachedDestination ( GameCrowdAgent Agent) )
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) ) @PARAM Agent is the crowd agent that just reached this destination @PARAM bIgnoreKismet skips generating Kismet event if true.


Defaultproperties

defaultproperties
{
	Begin Object Name=Sprite
		Sprite=Texture2D'EditorResources.Crowd.T_Crowd_Destination'
		Scale=0.5
	End Object

	bAllowAsPreviousDestination=false
	bAvoidWhenPanicked=false
	bSkipBehaviorIfPanicked=true
	Capacity=1000
	Frequency=1.0
	ExactReachTolerance=3.0
	bAllowsSpawning=true
	SpawnRadius=200.0
	bSoftPerimeter=true
	bStatic=true
	bForceAllowKismetModification=true
	bHasNavigationMesh=true
	
	SupportedEvents.Empty
	SupportedEvents(0)=class'SeqEvent_CrowdAgentReachedDestination'
	
	Begin Object Class=GameDestinationConnRenderingComponent Name=ConnectionRenderer
	End Object
	Components.Add(ConnectionRenderer)

}

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Creation time: ti 22-3-2011 19:56:49.223 - Created with UnCodeX