#include <LA_GameFramework_structs.hpp>
◆ ActiveAgents
◆ AgentArchetypes
◆ AgentFrequencySum
float SDK::FCrowdSpawnInfoItem::AgentFrequencySum |
◆ AgentLightingChannel
◆ AgentWarmupTime
float SDK::FCrowdSpawnInfoItem::AgentWarmupTime |
◆ bCastShadows
unsigned long SDK::FCrowdSpawnInfoItem::bCastShadows |
◆ bEnableCrowdLightEnvironment
unsigned long SDK::FCrowdSpawnInfoItem::bEnableCrowdLightEnvironment |
◆ bForceNavMeshPathing
unsigned long SDK::FCrowdSpawnInfoItem::bForceNavMeshPathing |
◆ bForceObstacleChecking
unsigned long SDK::FCrowdSpawnInfoItem::bForceObstacleChecking |
◆ bSpawningActive
unsigned long SDK::FCrowdSpawnInfoItem::bSpawningActive |
◆ LastAgentTickedIndex
int SDK::FCrowdSpawnInfoItem::LastAgentTickedIndex |
◆ MaxSpawnDist
float SDK::FCrowdSpawnInfoItem::MaxSpawnDist |
◆ MaxSpawnDistSq
float SDK::FCrowdSpawnInfoItem::MaxSpawnDistSq |
◆ MinBehindSpawnDist
float SDK::FCrowdSpawnInfoItem::MinBehindSpawnDist |
◆ MinBehindSpawnDistSq
float SDK::FCrowdSpawnInfoItem::MinBehindSpawnDistSq |
◆ NumAgentsToTickPerFrame
int SDK::FCrowdSpawnInfoItem::NumAgentsToTickPerFrame |
◆ PlayerPositionPredictionTime
float SDK::FCrowdSpawnInfoItem::PlayerPositionPredictionTime |
◆ PotentialSpawnPoints
◆ PrioritizationIndex
int SDK::FCrowdSpawnInfoItem::PrioritizationIndex |
◆ PrioritizationUpdateIndex
int SDK::FCrowdSpawnInfoItem::PrioritizationUpdateIndex |
◆ PrioritizedSpawnPoints
◆ Remainder
float SDK::FCrowdSpawnInfoItem::Remainder |
◆ SeqSpawner
◆ SpawnNum
int SDK::FCrowdSpawnInfoItem::SpawnNum |
◆ SpawnPrioritizationInterval
float SDK::FCrowdSpawnInfoItem::SpawnPrioritizationInterval |
◆ SpawnRate
float SDK::FCrowdSpawnInfoItem::SpawnRate |
The documentation for this struct was generated from the following file: