Base component for crowd path following movement. Use URRFloatingMovementComponent if IsCrowdSimulationEnabled is false.
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#include <RRCrowdFollowingComponent.h>
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| virtual void | FollowPathSegment (float InDeltaTime) override |
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| virtual void | ApplyCrowdAgentVelocity (const FVector &InNewVelocity, const FVector &InDestPathCorner, bool bInTraversingLink, bool bInNearEndOfPath) override |
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| virtual void | OnPathFinished (const FPathFollowingResult &InResult) override |
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Base component for crowd path following movement. Use URRFloatingMovementComponent if IsCrowdSimulationEnabled is false.
UCLASS()
◆ URRCrowdFollowingComponent()
| URRCrowdFollowingComponent::URRCrowdFollowingComponent |
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const FObjectInitializer & |
ObjectInitializer | ) |
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◆ ApplyCrowdAgentVelocity()
| virtual void URRCrowdFollowingComponent::ApplyCrowdAgentVelocity |
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const FVector & |
InNewVelocity, |
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const FVector & |
InDestPathCorner, |
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bool |
bInTraversingLink, |
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bool |
bInNearEndOfPath |
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) |
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overrideprotectedvirtual |
◆ FollowPathSegment()
| virtual void URRCrowdFollowingComponent::FollowPathSegment |
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float |
InDeltaTime | ) |
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overrideprotectedvirtual |
◆ Is2DMovement()
| bool URRCrowdFollowingComponent::Is2DMovement |
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const |
◆ IsIdle()
| bool URRCrowdFollowingComponent::IsIdle |
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const |
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inline |
◆ IsReadyForNewMovementOrder()
| bool URRCrowdFollowingComponent::IsReadyForNewMovementOrder |
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const |
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inline |
◆ OnPathFinished()
| virtual void URRCrowdFollowingComponent::OnPathFinished |
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const FPathFollowingResult & |
InResult | ) |
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overrideprotectedvirtual |
◆ SetMovementComponent()
| virtual void URRCrowdFollowingComponent::SetMovementComponent |
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UNavMovementComponent * |
InMoveComp | ) |
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overridevirtual |
◆ FloatMovementComp
The documentation for this class was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/latest/Source/RapyutaSimulationPlugins/Public/Core/RRCrowdFollowingComponent.h