Data

The Patrol Route Actor is based on a few other assets, primarily pure data assets. This page explains which assets are used.


Route Direction Enum

Firstly, there is an enumeration that specifies the direction of the patrol route. This is implemented as a Property within the Patrol Route Actor and can be edited through the Details panel when placing the route in your game level. The included entries are:

  • Forward: When this option is selected, agents assigned to the route will follow it in a clockwise direction.

  • Reversed: When started, the route will reverse all points. When this option is selected, the agents assigned to the route will follow it in a counter-clockwise direction.


Patrol Point Structure

The FPatrolPoint structure acts as a container that holds all the relevant information about a single patrol route point. This information is extracted from the route spline later on. Below you will find a table listing all entries of the FPatrolRoute structure.

Name
Type
Description

Execution Order

int

This number indicates the position of the point within the patrol route array.

Spline Index

int

This number indicates the position of the point within the original spline.

World Location

Vector

This vector shows the location of the point on the world map.

The FPatrolPoint structure is implemented as an array in the Patrol Route Actor. This enables points to be iterated through quickly without the need to keep the spline component and its associated overhead.

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