G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UCrowdManager Class Reference

Public Member Functions

Functions
void SetbResolveCollisions (bool Value)
 should crowd simulation resolve collisions between agents? if not, this will be handled by their movement components
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UCrowdManagerBase
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Config
int MaxAvoidedWalls
 max number of wall segments for velocity avoidance
TArray< FCrowdAvoidanceSamplingPattern > SamplingPatterns
 obstacle avoidance params
int MaxAgents
 max number of agents supported by crowd
float32 MaxAgentRadius
 max radius of agent that can be added to crowd
int MaxAvoidedAgents
 max number of neighbor agents for velocity avoidance
TArray< FCrowdAvoidanceConfig > AvoidanceConfig
 obstacle avoidance params
float32 NavmeshCheckInterval
 how often should agents check their position after moving off navmesh?
float32 PathOptimizationInterval
 how often should agents try to optimize their paths?
float32 SeparationDirClamp
 clamp separation force to left/right when neighbor is behind (dot between forward and dirToNei, -1 = disabled)
float32 PathOffsetRadiusMultiplier
 agent radius multiplier for offsetting path around corners
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Member Function Documentation

◆ SetbResolveCollisions()

void SetbResolveCollisions ( bool Value)

should crowd simulation resolve collisions between agents? if not, this will be handled by their movement components

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AvoidanceConfig

TArray<FCrowdAvoidanceConfig> AvoidanceConfig

obstacle avoidance params

◆ MaxAgentRadius

float32 MaxAgentRadius

max radius of agent that can be added to crowd

◆ MaxAgents

int MaxAgents

max number of agents supported by crowd

◆ MaxAvoidedAgents

int MaxAvoidedAgents

max number of neighbor agents for velocity avoidance

◆ MaxAvoidedWalls

int MaxAvoidedWalls

max number of wall segments for velocity avoidance

◆ NavmeshCheckInterval

float32 NavmeshCheckInterval

how often should agents check their position after moving off navmesh?

◆ PathOffsetRadiusMultiplier

float32 PathOffsetRadiusMultiplier

agent radius multiplier for offsetting path around corners

◆ PathOptimizationInterval

float32 PathOptimizationInterval

how often should agents try to optimize their paths?

◆ SamplingPatterns

obstacle avoidance params

◆ SeparationDirClamp

float32 SeparationDirClamp

clamp separation force to left/right when neighbor is behind (dot between forward and dirToNei, -1 = disabled)