Navigation
| Name | MassCrowd |
| Type | Plugin |
| Part of Plugins | MassCrowd |
| Location | /Engine/Plugins/AI/MassCrowd/Source/MassCrowd/ |
| Module Build Rules | MassCrowd.Build.cs |
Classes
| Name | Remarks |
|---|---|
| AMassCrowdClientBubbleInfo | This class will allow us to replicate Mass data based on the fidelity required for each player controller. |
| FMassCrowdClientBubbleHandler | |
| UMassCrowdDynamicObstacleDeinitializer | |
| UMassCrowdDynamicObstacleInitializer | |
| UMassCrowdDynamicObstacleProcessor | |
| 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. |
| UMassCrowdLaneTrackingDestructor | Processors that cleans up the lane tracking on entity destruction. |
| UMassCrowdLaneTrackingSignalProcessor | Processor that monitors when entities change lane and notify the MassCrowd subsystem. |
| UMassCrowdLODCollectorProcessor | Created a crowd version for parallelization of the crowd with the traffic |
| UMassCrowdMemberTrait | Trait to mark an entity with the crowd tag and add required fragments to track current lane |
| UMassCrowdReplicator | Class that handles replication and only runs on the server. |
| UMassCrowdRepresentationActorManagement | Overridden representation processor to make it tied to the crowd via the requirements. |
| UMassCrowdRepresentationSubsystem | Subsystem responsible for all visual of mass crowd agents, will handle actors spawning and static mesh instances |
| UMassCrowdServerRepresentationLODProcessor | |
| 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. |
| UMassCrowdServerRepresentationTrait | |
| UMassCrowdSettings | Settings for the MassCrowd plugin. |
| UMassCrowdSpawnerSubsystem | A subsystem managing spawning of crowd |
| UMassCrowdSubsystem | Subsystem that tracks mass entities that are wandering on the zone graph. |
| UMassCrowdVisualizationLODProcessor | Created a crowd version for parallelization of the crowd with the traffic |
| UMassCrowdVisualizationProcessor | Overridden visualization processor to make it tied to the crowd via the requirements |
| UMassCrowdVisualizationTrait | |
| UMassDebugCrowdVisualizationProcessor | A custom visualization processor for debugging mass crowd |
| UZoneGraphCloseCrowdLaneTest | |
| UZoneGraphCrowdLaneAnnotations | Zone graph blocking behavior |
Structs
| Name | Remarks |
|---|---|
| FCrowdBranchingLaneData | Runtime data associated to branching. |
| FCrowdFastArrayItem | Fast array item for efficient agent replication. |
| FCrowdTrackingLaneData | Runtime data associated to lane that can be used to track count of entities on it. |
| FCrowdWaitAreaData | Runtime data associated to entry to a lane that can be opened or closed. |
| FCrowdWaitSlot | Runtime data associated to lane that can be used to wait another one to open. |
| FMassCrowdClaimWaitSlotTask | |
| FMassCrowdClaimWaitSlotTaskInstanceData | Claim wait slot and expose slot position for path follow. |
| 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 |
| FMassCrowdCombinedLODLogic | |
| 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 |
| FMassCrowdLaneTrackingFragment | Data fragment to store the last lane the agent was tracked on. |
| FMassCrowdObstacleFragment | |
| FMassCrowdSimulationLODLogic | |
| FMassCrowdTag | Special tag to differentiate the crowd from the rest of the other entities Should not contain any data, this is purely a tag |
| FMassCrowdViewerLODLogic | |
| FMassZoneGraphFindWanderTarget | |
| FMassZoneGraphFindWanderTargetInstanceData | Updates TargetLocation to a wander target based on the agents current location on ZoneGraph. |
| FRegisteredCrowdLaneData | Container for the crowd lane data associated to a specific registered ZoneGraph data. |
| FReplicatedCrowdAgent | The data that is replicated specific to each Crowd agent |
| FSelectLaneResult | Structure holding all pertinent data related to the selected lane. |
| FZoneGraphCrowdLaneData | Structure holding runtime data associated to a zone graph lane to handle pedestrian navigation. |
| FZoneGraphCrowdLaneStateChangeEvent | Event indicating the new state of a lane. |
Interfaces
| Name | Remarks |
|---|---|
| IMassCrowdModule | The public interface to this module. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FDebugOnMassCrowdLaneStateChanged | TMulticastDelegate_NoParams< void > | Called when a lane changes state at runtime. | MassCrowdSubsystem.h |
| FOnMassCrowdLaneDataSettingsChanged | TMulticastDelegate_NoParams< void > | Called when density settings change. | MassCrowdSettings.h |
| FOnMassCrowdLaneRenderSettingsChanged | TMulticastDelegate_NoParams< void > | Called when rendering settings change. | MassCrowdSettings.h |
Enums
Public
| Name | Remarks |
|---|---|
| ECrowdLaneState | State of a given lane |