| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h |
Include |
#include "Navigation/CrowdManager.h" |
class UCrowdManager : public UCrowdManagerBase
Name | Description | ||
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ActiveAgents |
Agents registered in crowd manager |
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AgentFlags |
Temporary flags for crowd agents |
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AvoidanceConfig |
Obstacle avoidance params |
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uint32: 1 |
bAllowPathReplan |
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uint32: 1 |
bEarlyReachTestOptimization |
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uint32: 1 |
bPruneStartedOffmeshConnections |
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uint32: 1 |
bResolveCollisions |
Should crowd simulation resolve collisions between agents? if not, this will be handled by their movement components |
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uint32: 1 |
bSingleAreaVisibilityOptimization |
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float |
MaxAgentRadius |
Max radius of agent that can be added to crowd |
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MaxAgents |
Max number of agents supported by crowd |
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MaxAvoidedAgents |
Max number of neighbor agents for velocity avoidance |
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MaxAvoidedWalls |
Max number of wall segments for velocity avoidance |
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MyNavData |
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float |
NavmeshCheckInterval |
How often should agents check their position after moving off navmesh? |
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float |
PathOffsetRadiusMultiplier |
Agent radius multiplier for offsetting path around corners |
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float |
PathOptimizationInterval |
How often should agents try to optimize their paths? |
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SamplingPatterns |
Obstacle avoidance params |
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float |
SeparationDirClamp |
Clamp separation force to left/right when neighbor is behind (dot between forward and dirToNei, -1 = disabled) |
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TickHelper |
Name | Description | |
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UCrowdManager ( |
Name | Description | ||
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AdjustAgentPathStart ( |
Adjust current position in path's corridor, starting test from PathStartIdx |
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ClearAgentMoveTarget ( |
Clears move target for crowd agent (only for fully simulated) |
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DebugTick() |
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GetAvoidanceConfig ( |
Reads existing avoidance config or returns false |
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UCrowdManage... |
GetCurrent ( |
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UCrowdManage... |
GetCurrent ( |
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const ANavig... |
GetNavData() |
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GetNearbyAgentLocations ( |
Returns a list of locations of nearby agents |
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GetNumNearbyAgents ( |
Returns number of nearby agents |
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UWorld * |
GetWorld() |
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IsAgentValid ( |
Check if object is a valid crowd agent |
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IsAgentValid ( |
Check if object is a valid crowd agent |
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IsSuitableNavData ( |
Tests if NavData is a suitable nav data type to be used by this CrowdManager instance. |
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OnAgentFinishedCustomLink ( |
Update agent after using custom link |
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OnNavMeshUpdate() |
Notify called when detour navmesh is changed |
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PauseAgent ( |
Switch agent to waiting state |
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PostMovePointUpdate() |
Called from tick, after move points were updated, before any steering/avoidance |
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PostProximityUpdate() |
Called from tick, just after updating agents proximity data |
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RegisterAgent ( |
Adds new agent to crowd |
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ResumeAgent ( |
Resumes agent movement |
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SetAgentMoveDirection ( |
Sets move direction for crowd agent (only for fully simulated) |
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SetAgentMovePath ( |
Sets move target using path (only for fully simulated) |
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SetAgentMoveTarget ( |
Sets move target for crowd agent (only for fully simulated) |
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SetAvoidanceConfig ( |
Updates existing avoidance config or returns false |
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SetNavData ( |
Sets NavData as MyNavData. |
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SetOffmeshConnectionPruning ( |
Remove started offmesh connections from corridor |
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SetSingleAreaVisibilityOptimization ( |
Block path visibility raycasts when crossing different nav areas |
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UnregisterAgent ( |
Removes agent from crowd |
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UpdateAgentParams ( |
Updates agent data |
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UpdateAgentState ( |
Refresh agent state |
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UpdateAvoidanceConfig() |
Setup params of crowd avoidance |
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UpdateNavData() |
Try to initialize nav data from already existing ones |
Name | Description | ||
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OnNavDataRegistered ( |
Called by the nav system when a new navigation data instance is registered. |
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OnNavDataUnregistered ( |
Called by the nav system when a navigation data instance is removed. |
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Tick ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |