MassCrowd

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Classes

Name

Description

Public class UClass

AMassCrowdClientBubbleInfo

This class will allow us to replicate Mass data based on the fidelity required for each player controller.

Public struct UStruct

FCrowdBranchingLaneData

Runtime data associated to branching.

Public struct UStruct

FCrowdFastArrayItem

Fast array item for efficient agent replication.

Public struct UStruct

FCrowdTrackingLaneData

Runtime data associated to lane that can be used to track count of entities on it.

Public struct UStruct

FCrowdWaitAreaData

Runtime data associated to entry to a lane that can be opened or closed.

Public struct UStruct

FCrowdWaitSlot

Runtime data associated to lane that can be used to wait another one to open.

Public class

FMassCrowdClientBubbleHandler

Public struct UStruct

FMassCrowdClientBubbleSerializer

Mass client bubble, there will be one of these per client and it will handle replicating the fast array of Agents between the server and clients

Public struct

FMassCrowdCombinedLODLogic

Public struct UStruct

FMassCrowdLaneDensityDesc

Structure holding data to associate lane densities to weights so lane selection at intersection could use that to maintain overall density during the simulation

Public struct UStruct

FMassCrowdLaneTrackingFragment

Data fragment to store the last lane the agent was tracked on.

Public struct UStruct

FMassCrowdRepresentationDestructorTag

Public struct

FMassCrowdSimulationLODLogic

Public struct

FMassCrowdViewerLODLogic

Public struct

FRegisteredCrowdLaneData

Container for the crowd lane data associated to a specific registered ZoneGraph data.

Public struct UStruct

FReplicatedCrowdAgent

The data that is replicated specific to each Crowd agent

Public struct

FSelectLaneResult

Structure holding all pertinent data related to the selected lane.

Public struct UStruct

FTagFragment_MassCrowd

Special tag to differentiate the crowd from the rest of the other entities Should not contain any data, this is purely a tag

Public struct UStruct

FZoneGraphCrowdLaneData

Structure holding runtime data associated to a zone graph lane to handle pedestrian navigation.

Public struct UStruct

FZoneGraphCrowdLaneStateChangeEvent

Event indicating the new state of a lane.

Public class

IMassCrowdModule

The public interface to this module.

Public class UClass

UMassCrowdDynamicObstacleProcessor

Public class UClass HideCategories, Meta editinlinenew

UMassCrowdLaneDataRenderingComponent

Primitive component that can be used to render runtime state of zone graph lanes (e.g. Opened|Closed, Density, etc.) The component must be added on a ZoneGraphData actor.

Public class UClass

UMassCrowdLaneTrackingDestructor

Processors that cleans up the lane tracking on entity destruction.

Public class UClass

UMassCrowdLaneTrackingSignalProcessor

Processor that monitors when entities change lane and notify the MassCrowd subsystem.

Public class UClass Meta

UMassCrowdMemberTrait

Trait to mark an entity with the crowd tag and add required fragments to track current lane

Public class UClass

UMassCrowdReplicationProcessor

Processor that handles replication and only runs on the server.

Public class UClass

UMassCrowdRepresentationFragmentDestructor

Public class UClass Abstract

UMassCrowdRepresentationProcessor

Overridden representation processor to make it tied to the crowd via the requirements.

Public class UClass

UMassCrowdRepresentationSubsystem

Subsystem responsible for all visual of mass crowd agents, will handle actors spawning and static mesh instances

Public class UClass Meta

UMassCrowdServerRepresentationLODProcessor

Public class UClass Meta

UMassCrowdServerRepresentationProcessor

Overridden representation processor to make it tied to the crowd on the server via the requirements It is the counter part of the crowd visualization processor on the client.

Public class UClass Meta

UMassCrowdServerRepresentationTrait

Public class UClass Config defaultconfig, displayname, dontcollapsecategories

UMassCrowdSettings

Settings for the MassCrowd plugin.

Public class UClass

UMassCrowdSpawnerSubsystem

A subsystem managing spawning of crowd

Public class UClass

UMassCrowdSubsystem

Subsystem that tracks mass entities that are wandering on the zone graph.

Public class UClass Meta

UMassCrowdVisualizationLODProcessor

Created a crowd version for visualization of the UMassVisualizationLODProcessor as we want to use a custom version of the LOD info that combines the visualization and simulation LOD.

Public class UClass Meta

UMassCrowdVisualizationProcessor

Overridden visualization processor to make it tied to the crowd via the requirements

Public class UClass BlueprintType Meta collapsecategories, editinlinenew

UMassCrowdVisualizationTrait

Public class UClass

UZoneGraphCloseCrowdLaneTest

Public class UClass BlueprintType ClassGroup, Meta

UZoneGraphCrowdLaneAnnotations

Zone graph blocking behavior

Typedefs

Name

Description

FDebugOnMassCrowdLaneStateChanged

Called when a lane changes state at runtime.

FOnMassCrowdLaneDataSettingsChanged

Called when density settings change.

FOnMassCrowdLaneRenderSettingsChanged

Called when rendering settings change.

Enums

Name

Description

Public enum UEnum

ECrowdLaneState

State of a given lane