Navigation
API > API/Runtime > API/Runtime/AIModule
| Name | UCrowdManager |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h |
| Include Path | #include "Navigation/CrowdManager.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, MinimalAPI)
class UCrowdManager : public UCrowdManagerBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCrowdManagerBase → UCrowdManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCrowdManager
(
const FObjectInitializer& ObjectInitializer |
Navigation/CrowdManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AdjustAgentPathStart
(
const UCrowdFollowingComponent* AgentComponent, |
Adjust current position in path's corridor, starting test from PathStartIdx | Navigation/CrowdManager.h | |
void ClearAgentMoveTarget
(
const UCrowdFollowingComponent* AgentComponent |
Clears move target for crowd agent (only for fully simulated) | Navigation/CrowdManager.h | |
void DebugTick() |
Navigation/CrowdManager.h | ||
bool GetAvoidanceConfig
(
int32 Idx, |
Reads existing avoidance config or returns false | Navigation/CrowdManager.h | |
const ANavigationData * GetNavData() |
Navigation/CrowdManager.h | ||
int32 GetNearbyAgentLocations
(
const ICrowdAgentInterface* Agent, |
Returns a list of locations of nearby agents | Navigation/CrowdManager.h | |
int32 GetNumNearbyAgents
(
const ICrowdAgentInterface* Agent |
Returns number of nearby agents | Navigation/CrowdManager.h | |
UWorld * GetWorld() |
Navigation/CrowdManager.h | ||
bool IsAgentValid
(
const UCrowdFollowingComponent* AgentComponent |
Check if object is a valid crowd agent | Navigation/CrowdManager.h | |
bool IsAgentValid
(
const ICrowdAgentInterface* Agent |
Navigation/CrowdManager.h | ||
virtual bool IsSuitableNavData
(
const ANavigationData& NavData |
Tests if NavData is a suitable nav data type to be used by this CrowdManager instance. | Navigation/CrowdManager.h | |
void OnAgentFinishedCustomLink
(
const ICrowdAgentInterface* Agent |
Update agent after using custom link | Navigation/CrowdManager.h | |
void OnNavMeshUpdate() |
Notify called when detour navmesh is changed | Navigation/CrowdManager.h | |
void PauseAgent
(
const UCrowdFollowingComponent* AgentComponent |
Switch agent to waiting state | Navigation/CrowdManager.h | |
void RegisterAgent
(
ICrowdAgentInterface* Agent |
Adds new agent to crowd | Navigation/CrowdManager.h | |
void ResumeAgent
(
const UCrowdFollowingComponent* AgentComponent, |
Resumes agent movement | Navigation/CrowdManager.h | |
bool SetAgentMoveDirection
(
const UCrowdFollowingComponent* AgentComponent, |
Sets move direction for crowd agent (only for fully simulated) | Navigation/CrowdManager.h | |
bool SetAgentMovePath
(
const UCrowdFollowingComponent* AgentComponent, |
Sets move target using path (only for fully simulated) | Navigation/CrowdManager.h | |
bool SetAgentMoveTarget
(
const UCrowdFollowingComponent* AgentComponent, |
Sets move target for crowd agent (only for fully simulated) | Navigation/CrowdManager.h | |
bool SetAvoidanceConfig
(
int32 Idx, |
Updates existing avoidance config or returns false | Navigation/CrowdManager.h | |
void SetOffmeshConnectionPruning
(
bool bRemoveFromCorridor |
Remove started offmesh connections from corridor | Navigation/CrowdManager.h | |
void SetSingleAreaVisibilityOptimization
(
bool bEnable |
Block path visibility raycasts when crossing different nav areas | Navigation/CrowdManager.h | |
void UnregisterAgent
(
const ICrowdAgentInterface* Agent |
Removes agent from crowd | Navigation/CrowdManager.h | |
void UpdateAgentParams
(
const ICrowdAgentInterface* Agent |
Updates agent data | Navigation/CrowdManager.h | |
void UpdateAgentState
(
const ICrowdAgentInterface* Agent |
Refresh agent state | Navigation/CrowdManager.h |
Overridden from UCrowdManagerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CleanUp
(
float DeltaTime |
Navigation/CrowdManager.h | ||
virtual void OnNavDataRegistered
(
ANavigationData& NavData |
Called by the nav system when a new navigation data instance is registered. | Navigation/CrowdManager.h | |
virtual void OnNavDataUnregistered
(
ANavigationData& NavData |
Called by the nav system when a navigation data instance is removed. | Navigation/CrowdManager.h | |
virtual void Tick
(
float DeltaTime |
Navigation/CrowdManager.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Navigation/CrowdManager.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Navigation/CrowdManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostMovePointUpdate() |
Called from tick, after move points were updated, before any steering/avoidance | Navigation/CrowdManager.h | |
virtual void PostProximityUpdate() |
Called from tick, just after updating agents proximity data | Navigation/CrowdManager.h | |
void SetNavData
(
ANavigationData* NavData, |
Sets NavData as MyNavData. | Navigation/CrowdManager.h | |
virtual void UpdateAvoidanceConfig() |
Setup params of crowd avoidance | Navigation/CrowdManager.h | |
virtual void UpdateNavData() |
Try to initialize nav data from already existing ones | Navigation/CrowdManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UCrowdManager * GetCurrent
(
UWorld* World |
Navigation/CrowdManager.h | ||
static UCrowdManager * GetCurrent
(
UObject* WorldContextObject |
Navigation/CrowdManager.h |