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AMassCrowdClientBubbleInfo |
This class will allow us to replicate Mass data based on the fidelity required for each player controller. |
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FCrowdBranchingLaneData |
Runtime data associated to branching. |
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FCrowdFastArrayItem |
Fast array item for efficient agent replication. |
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FCrowdTrackingLaneData |
Runtime data associated to lane that can be used to track count of entities on it. |
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FCrowdWaitAreaData |
Runtime data associated to entry to a lane that can be opened or closed. |
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FCrowdWaitSlot |
Runtime data associated to lane that can be used to wait another one to open. |
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FMassCrowdClientBubbleHandler |
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FMassCrowdClientBubbleSerializer |
Mass client bubble, there will be one of these per client and it will handle replicating the fast array of Agents between the server and clients |
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FMassCrowdCombinedLODLogic |
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FMassCrowdLaneDensityDesc |
Structure holding data to associate lane densities to weights so lane selection at intersection could use that to maintain overall density during the simulation |
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FMassCrowdLaneTrackingFragment |
Data fragment to store the last lane the agent was tracked on. |
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FMassCrowdObstacleFragment |
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FMassCrowdSimulationLODLogic |
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FMassCrowdTag |
Special tag to differentiate the crowd from the rest of the other entities Should not contain any data, this is purely a tag |
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FMassCrowdViewerLODLogic |
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FRegisteredCrowdLaneData |
Container for the crowd lane data associated to a specific registered ZoneGraph data. |
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FReplicatedCrowdAgent |
The data that is replicated specific to each Crowd agent |
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FSelectLaneResult |
Structure holding all pertinent data related to the selected lane. |
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FZoneGraphCrowdLaneData |
Structure holding runtime data associated to a zone graph lane to handle pedestrian navigation. |
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FZoneGraphCrowdLaneStateChangeEvent |
Event indicating the new state of a lane. |
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IMassCrowdModule |
The public interface to this module. |
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UMassCrowdDynamicObstacleDeinitializer |
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UMassCrowdDynamicObstacleInitializer |
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UMassCrowdDynamicObstacleProcessor |
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UMassCrowdLaneDataRenderingComponent |
Primitive component that can be used to render runtime state of zone graph lanes (e.g. Opened|Closed, Density, etc.) The component must be added on a ZoneGraphData actor. |
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UMassCrowdLaneTrackingDestructor |
Processors that cleans up the lane tracking on entity destruction. |
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UMassCrowdLaneTrackingSignalProcessor |
Processor that monitors when entities change lane and notify the MassCrowd subsystem. |
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UMassCrowdLODCollectorProcessor |
Created a crowd version for parallelization of the crowd with the traffic |
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UMassCrowdMemberTrait |
Trait to mark an entity with the crowd tag and add required fragments to track current lane |
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UMassCrowdReplicator |
Class that handles replication and only runs on the server. |
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UMassCrowdRepresentationActorManagement |
Overridden representation processor to make it tied to the crowd via the requirements. |
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UMassCrowdRepresentationSubsystem |
Subsystem responsible for all visual of mass crowd agents, will handle actors spawning and static mesh instances |
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UMassCrowdServerRepresentationLODProcessor |
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UMassCrowdServerRepresentationProcessor |
Overridden representation processor to make it tied to the crowd on the server via the requirements It is the counter part of the crowd visualization processor on the client. |
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UMassCrowdServerRepresentationTrait |
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UMassCrowdSettings |
Settings for the MassCrowd plugin. |
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UMassCrowdSpawnerSubsystem |
A subsystem managing spawning of crowd |
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UMassCrowdSubsystem |
Subsystem that tracks mass entities that are wandering on the zone graph. |
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UMassCrowdVisualizationLODProcessor |
Created a crowd version for parallelization of the crowd with the traffic |
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UMassCrowdVisualizationProcessor |
Overridden visualization processor to make it tied to the crowd via the requirements |
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UMassCrowdVisualizationTrait |
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UMassDebugCrowdVisualizationProcessor |
A custom visualization processor for debugging mass crowd |
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UZoneGraphCloseCrowdLaneTest |
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UZoneGraphCrowdLaneAnnotations |
Zone graph blocking behavior |
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