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ATDRL_NPCSpawn
Klian edited this page Apr 14, 2023
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Parent: AActor
This class is used to place NPCs in the map and trigger their spawn with an ATriggerVolume or ATDRL_SpawnVolume.
- Spawn Class: ATDRL_Character class to spawn and possess
- AIController Class: ATDRL_PlayerController class to spawn
- Spawn Inventory: List of ATDRL_Item in this character's inventory on spawn
- Spawn in Sight Area: It is spawning in an area where UTDRL_LineOfSightComponent is enabled, therefore will spawn invisible and the rest will be handled by the sight component.
- Triggers: ATriggerVolume used to trigger this NPC's spawn
- Disable Despawn: When the player leaves any of the volumes contained in the Triggers list, a timer will start and at the end of it, the NPC will be despawned, but it will still be able to respawn if the player comes back to its area
- Despawn Delay: Time to wait before despawning the NPC
Group and manage ATDRL_NPCSpawn thanks to these selector buttons.
- AIBehavior: Behavior Tree to use
- AIBlackboard: Blackboard to use
- Patrol Target: Actor to patrol. Can be any actor in the scene, but ATDRL_AISplineTool adds a simple way to manage the patrolling state
- UseAISplineToolRandomPoints: When using ATDRL_AISplineTool as patrol target, should this AI pick random points on it (true) or follow its natural order (false)?
- Stencil Value: Stencil value (uint8) to apply to the skeletal mesh (used with GlobalPostProcess).
- Meshes: List of meshes to merge
- Skeleton: Skeleton asset to apply after merging (will use index 0 of Meshes list if null)
- Physics Asset: Physics Asset to apply after merging (will use index 0 of Meshes list if null)
- Shadow Physics Asset: Physics Asset for Capsule Shadows to apply after merging (will use index 0 of Meshes list if null)
- Character Custom Properties: List of custom properties to apply to the spawned character
- Controller Custom Properties: List of custom properties to apply to the spawned aicontroller
- bool
- int32
- float
- byte
- name
- string
- vector3D
NPCSpawned: Fires when the NPC is spawned.
NPCDespawned: Fires when the NPC is despawned but not dead.
NPCDied: Fires when the NPC dies.
You can script your game to restore spawn points when their characters have been killed with a simple blueprint node.