| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h |
Include |
#include "Navigation/CrowdFollowingComponent.h" |
class UCrowdFollowingComponent :
public UPathFollowingComponent,
public ICrowdAgentInterface
Name | Description | ||
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AvoidanceInterface |
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TEnumAsByte< EC... |
AvoidanceQuality |
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float |
AvoidanceRangeMultiplier |
Multiplier for avoidance samples during detection, doesn't affect actual velocity |
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uint8: 1 |
bAffectFallingVelocity |
If set, velocity will be updated even if agent is falling |
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uint8: 1 |
bCanCheckMovingTooFar |
If set, destination overshot can be tested |
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uint8: 1 |
bCanUpdatePathPartInTick |
If set, path parts can be switched in UpdatePathSegment, based on distance |
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uint8: 1 |
bCheckMovementAngle |
If set, movement will be finished when velocity is opposite to path direction (runtime flag) |
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uint8: 1 |
bEnableAnticipateTurns |
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uint8: 1 |
bEnableObstacleAvoidance |
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uint8: 1 |
bEnableOptimizeTopology |
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uint8: 1 |
bEnableOptimizeVisibility |
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uint8: 1 |
bEnablePathOffset |
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uint8: 1 |
bEnableSeparation |
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uint8: 1 |
bEnableSimulationReplanOnResume |
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uint8: 1 |
bEnableSlowdownAtGoal |
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uint8: 1 |
bFinalPathPart |
If set, agent if moving on final path part, skip further updates (runtime flag) |
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uint8: 1 |
bRegisteredWithCrowdSimulation |
Set when agent is registered in crowd simulation (either controlled or an obstacle) |
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uint8: 1 |
bRotateToVelocity |
If set, move focus will match velocity direction |
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uint8: 1 |
bSuspendCrowdSimulation |
If set, avoidance and steering will be suspended (used for direct move requests) |
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uint8: 1 |
bUpdateDirectMoveVelocity |
If set, move velocity will be updated in every tick |
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float |
CollisionQueryRange |
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CrowdAgentMoveDirection |
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LastPathPolyIndex |
Last visited poly on path |
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float |
PathOptimizationRange |
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PathStartIndex |
Start index of current path part |
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float |
SeparationWeight |
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SimulationState |
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friend |
UCrowdManager |
Name | Description | |
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UCrowdFollowingComponent ( |
Name | Description | ||
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AbortMove ( |
Aborts following path |
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Cleanup() |
Cleanup component before destroying |
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DescribeSelfToVisLog ( |
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DetermineStartingPathPoint ( |
PathFollowingComponent BEGIN. |
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FinishUsingCustomLink ( |
Call when moving agent finishes using custom nav link, returns control back to path following |
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FollowPathSegment ( |
Follow current path segment |
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GetCurrentPathElement() |
Returns index of the currently followed element of path. |
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GetDebugStringTokens ( |
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GetMoveFocus ( |
Get current focal point of movement |
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Initialize() |
PathFollowingComponent BEGIN. |
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IsOnPath() |
Check if agent is on path |
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OnNavigationInitDone() |
Called when NavigationSystem finishes initial navigation data registration. |
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OnPathfindingQuery ( |
Called when owner is preparing new pathfinding request |
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OnPathFinished ( |
Notify about finished movement |
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OnPathUpdated() |
Notify about changing current path: new pointer or update from path event |
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PauseMove ( |
Pause path following |
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Reset() |
Reset path following data |
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ResumeMove ( |
Resume path following |
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SetMoveSegment ( |
Sets variables related to current move segment |
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ShouldCheckPathOnResume() |
Should verify if agent if still on path ater movement has been resumed? |
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UpdateMovementComponent ( |
Check if movement component is valid or tries to grab one from owner |
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UpdatePathSegment() |
Check state of path following, update move segment if needed |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
Name | Description | ||
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OnLanded() |
Called when falling movement ends. |
Name | Description | ||
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GetCrowdAgentAvoidanceGroup() |
Group mask for this agent |
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GetCrowdAgentCollisions ( |
Fills information about agent's collision cylinder |
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GetCrowdAgentGroupsToAvoid() |
Will avoid other agents if they are in one of specified groups |
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GetCrowdAgentGroupsToIgnore() |
Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid |
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GetCrowdAgentLocation() |
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float |
GetCrowdAgentMaxSpeed() |
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GetCrowdAgentVelocity() |
Name | Description | ||
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AvoidanceGroup_DEPRECATED |
DEPRECATED: Group mask for this agent - use IRVOAvoidanceInterface instead |
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uint8: 1 |
bEnableCrowdSimulation |
Please use IsCrowdSimulationEnabled(), SetCrowdSimulationState() and SimulationState member for initialization. |
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CharacterMovement |
This member is deprecated and no longer used. Use AvoidanceInterface instead. |
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GroupsToAvoid_DEPRECATED |
DEPRECATED: Will avoid other agents if they are in one of specified groups - use IRVOAvoidanceInterface instead |
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GroupsToIgnore_DEPRECATED |
DEPRECATED: Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid - use IRVOAvoidanceInterface instead |
Name | Description | ||
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SetCrowdSimulation ( |
Use SetCrowdSimulationState function instead. |
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UpdateCachedGoal ( |
This function is now deprecated and was renamed to ShouldTrackMovingGoal. |