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UTGame.FlockTest_Spawner

Extends
Actor
Modifiers
native abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.FlockTest_Spawner

Direct Known Subclasses:

UTFlockSpawner_Human

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
intNumSpawned
floatRemainder
Action
array<name>ActionAnimNames
floatActionBlendTime
RawDistributionFloatActionDuration
RawDistributionFloatActionInterval
floatReActionDelay
floatRotateToTargetSpeed
array<name>TargetActionAnimNames
RawDistributionFloatTargetActionInterval
AttachMesh
array<SkeletalMesh>AttachmentMeshes
nameAttachmentSocket
FlockTest_Spawner
floatAnimVelRate
floatAvoidOtherRadius
floatAvoidOtherStrength
floatAwareRadius
boolbActive
floatChangeTargetInterval
vectorCrowdAcc
array<AnimSet>FlockAnimSets
AnimTreeFlockAnimTree
array<SkeletalMesh>FlockMeshes
floatFollowPathStrength
floatMatchVelStrength
floatMaxVelDamping
floatMaxYawRate
floatMinVelDamping
floatRadius
nameRunAnimName
intSpawnNum
floatSpawnRate
floatSpeedBlendEnd
floatSpeedBlendStart
floatToCentroidStrength
floatToPathStrength
floatToTargetStrength
nameWalkAnimName
floatWalkVelThresh
Lighting
LightingChannelContainerFlockLighting
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function OnToggle (SeqAct_Toggle action))
event Tick (float DeltaSeconds))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

NumSpawned Source code

var int NumSpawned;

Remainder Source code

var float Remainder;

Action

ActionAnimNames Source code

var(Action) array<name> ActionAnimNames;

ActionBlendTime Source code

var(Action) float ActionBlendTime;

ActionDuration Source code

var(Action) RawDistributionFloat ActionDuration;

ActionInterval Source code

var(Action) RawDistributionFloat ActionInterval;

ReActionDelay Source code

var(Action) float ReActionDelay;

RotateToTargetSpeed Source code

var(Action) float RotateToTargetSpeed;

TargetActionAnimNames Source code

var(Action) array<name> TargetActionAnimNames;

TargetActionInterval Source code

var(Action) RawDistributionFloat TargetActionInterval;

AttachMesh

AttachmentMeshes Source code

var(AttachMesh) array<SkeletalMesh> AttachmentMeshes;

AttachmentSocket Source code

var(AttachMesh) name AttachmentSocket;

FlockTest_Spawner

AnimVelRate Source code

var(FlockTest_Spawner) float AnimVelRate;

AvoidOtherRadius Source code

var(FlockTest_Spawner) float AvoidOtherRadius;

AvoidOtherStrength Source code

var(FlockTest_Spawner) float AvoidOtherStrength;

AwareRadius Source code

var(FlockTest_Spawner) float AwareRadius;

bActive Source code

var(FlockTest_Spawner) bool bActive;

ChangeTargetInterval Source code

var(FlockTest_Spawner) float ChangeTargetInterval;

CrowdAcc Source code

var(FlockTest_Spawner) vector CrowdAcc;

FlockAnimSets Source code

var(FlockTest_Spawner) array<AnimSet> FlockAnimSets;

FlockAnimTree Source code

var(FlockTest_Spawner) AnimTree FlockAnimTree;

FlockMeshes Source code

var(FlockTest_Spawner) array<SkeletalMesh> FlockMeshes;

FollowPathStrength Source code

var(FlockTest_Spawner) float FollowPathStrength;

MatchVelStrength Source code

var(FlockTest_Spawner) float MatchVelStrength;

MaxVelDamping Source code

var(FlockTest_Spawner) float MaxVelDamping;

MaxYawRate Source code

var(FlockTest_Spawner) float MaxYawRate;

MinVelDamping Source code

var(FlockTest_Spawner) float MinVelDamping;

Radius Source code

var(FlockTest_Spawner) float Radius;

RunAnimName Source code

var(FlockTest_Spawner) name RunAnimName;

SpawnNum Source code

var(FlockTest_Spawner) int SpawnNum;

SpawnRate Source code

var(FlockTest_Spawner) float SpawnRate;

SpeedBlendEnd Source code

var(FlockTest_Spawner) float SpeedBlendEnd;

SpeedBlendStart Source code

var(FlockTest_Spawner) float SpeedBlendStart;

ToCentroidStrength Source code

var(FlockTest_Spawner) float ToCentroidStrength;

ToPathStrength Source code

var(FlockTest_Spawner) float ToPathStrength;

ToTargetStrength Source code

var(FlockTest_Spawner) float ToTargetStrength;

WalkAnimName Source code

var(FlockTest_Spawner) name WalkAnimName;

WalkVelThresh Source code

var(FlockTest_Spawner) float WalkVelThresh;

Lighting

FlockLighting Source code

var(Lighting) LightingChannelContainer FlockLighting;


Functions Detail

OnToggle Source code

simulated function OnToggle ( SeqAct_Toggle action) )

Tick Source code

event Tick ( float DeltaSeconds) )


Defaultproperties

defaultproperties
{
   bActive=True
   SpawnRate=10.000000
   SpawnNum=100
   Radius=200.000000
   AwareRadius=200.000000
   AvoidOtherStrength=1500.000000
   AvoidOtherRadius=100.000000
   MatchVelStrength=0.600000
   ToTargetStrength=150.000000
   ChangeTargetInterval=30.000000
   ToPathStrength=200.000000
   FollowPathStrength=30.000000
   MinVelDamping=0.001000
   MaxVelDamping=0.003000
   ActionDuration=(Distribution=DistributionActionDuration,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(0.800000,1.200000,0.800000,1.200000,0.800000,1.200000))
   ActionInterval=(Distribution=DistributionActionInterval,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(10.000000,20.000000,10.000000,20.000000,10.000000,20.000000))
   TargetActionInterval=(Distribution=DistributionTargetActionInterval,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(1.000000,5.000000,1.000000,5.000000,1.000000,5.000000))
   ActionBlendTime=0.100000
   ReActionDelay=1.000000
   RotateToTargetSpeed=0.100000
   SpeedBlendStart=150.000000
   SpeedBlendEnd=180.000000
   WalkVelThresh=10.000000
   AnimVelRate=0.007000
   MaxYawRate=40000.000000
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
      Sprite=Texture2D'EnvyEditorResources.BlueDefense'
      HiddenGame=True
      AlwaysLoadOnClient=False
      AlwaysLoadOnServer=False
      Name="Sprite"
      ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
   End Object
   Components(0)=Sprite
   CollisionType=COLLIDE_CustomDefault
   Name="Default__FlockTest_Spawner"
   ObjectArchetype=Actor'Engine.Default__Actor'
}

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Creation time: sk 18-3-2018 10:00:36.773 - Created with UnCodeX