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Class CrowdManager

Crowd Manager

Inheritance
System.Object
UObject
CrowdManagerBase
CrowdManager
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.AIModule
Assembly: UE4DotNet.dll
Syntax
public class CrowdManager : CrowdManagerBase

Properties

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bResolveCollisions

Declaration
public bool bResolveCollisions { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static CrowdManager DefaultObject { get; }
Property Value
Type Description
CrowdManager
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MaxAgentRadius

max radius of agent that can be added to crowd

Declaration
public float MaxAgentRadius { get; set; }
Property Value
Type Description
System.Single
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MaxAgents

max number of agents supported by crowd

Declaration
public int MaxAgents { get; set; }
Property Value
Type Description
System.Int32
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MaxAvoidedAgents

max number of neighbor agents for velocity avoidance

Declaration
public int MaxAvoidedAgents { get; set; }
Property Value
Type Description
System.Int32
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MaxAvoidedWalls

max number of wall segments for velocity avoidance

Declaration
public int MaxAvoidedWalls { get; set; }
Property Value
Type Description
System.Int32
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MyNavData

My Nav Data

Declaration
public NavigationData MyNavData { get; set; }
Property Value
Type Description
NavigationData
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NavmeshCheckInterval

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

Declaration
public float NavmeshCheckInterval { get; set; }
Property Value
Type Description
System.Single
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PathOffsetRadiusMultiplier

agent radius multiplier for offsetting path around corners

Declaration
public float PathOffsetRadiusMultiplier { get; set; }
Property Value
Type Description
System.Single
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PathOptimizationInterval

how often should agents try to optimize their paths?

Declaration
public float PathOptimizationInterval { get; set; }
Property Value
Type Description
System.Single
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SeparationDirClamp

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

Declaration
public float SeparationDirClamp { get; set; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static CrowdManager New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
CrowdManager

Operators

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Implicit(IntPtr to CrowdManager)

Convert from IntPtr to UObject

Declaration
public static implicit operator CrowdManager(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
CrowdManager
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