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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
| void SetbResolveCollisions | ( | bool | Value | ) |
should crowd simulation resolve collisions between agents? if not, this will be handled by their movement components
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static |
| TArray<FCrowdAvoidanceConfig> AvoidanceConfig |
obstacle avoidance params
| float32 MaxAgentRadius |
max radius of agent that can be added to crowd
| int MaxAgents |
max number of agents supported by crowd
| int MaxAvoidedAgents |
max number of neighbor agents for velocity avoidance
| int MaxAvoidedWalls |
max number of wall segments for velocity avoidance
| float32 NavmeshCheckInterval |
how often should agents check their position after moving off navmesh?
| float32 PathOffsetRadiusMultiplier |
agent radius multiplier for offsetting path around corners
| float32 PathOptimizationInterval |
how often should agents try to optimize their paths?
| TArray<FCrowdAvoidanceSamplingPattern> SamplingPatterns |
obstacle avoidance params
| float32 SeparationDirClamp |
clamp separation force to left/right when neighbor is behind (dot between forward and dirToNei, -1 = disabled)