AvoidanceManagerClassName

AvoidanceManagerClassName

#Overview

name: AvoidanceManagerClassName

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:130, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:816

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Sets the AvoidanceManager class, which can be overridden to change AI crowd behavior. */
	UPROPERTY(globalconfig, noclear, meta=(MetaClass="/Script/Engine.AvoidanceManager", DisplayName="Avoidance Manager Class"))
	FSoftClassPath AvoidanceManagerClassName;
	
	UPROPERTY()
	TSubclassOf<class UAvoidanceManager>  AvoidanceManagerClass;

	/** Sets the class to be used as the default AIController class for pawns. */
	UPROPERTY(globalconfig, noclear, meta = (MetaClass = "/Script/AIModule.AIController", DisplayName = "Default AIController class for all Pawns"))

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3227

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

	LoadEngineClass<UNavigationSystemBase>(NavigationSystemClassName, NavigationSystemClass);
	LoadEngineClass<UNavigationSystemConfig>(NavigationSystemConfigClassName, NavigationSystemConfigClass);
	if (AvoidanceManagerClassName.IsValid())
	{
		LoadEngineClass<UAvoidanceManager>(AvoidanceManagerClassName, AvoidanceManagerClass);
	}
	LoadEngineClass<UGameUserSettings>(GameUserSettingsClassName, GameUserSettingsClass);
	LoadEngineClass<ALevelScriptActor>(LevelScriptActorClassName, LevelScriptActorClass);

	// It is valid for physics collision handler to be None
	if (PhysicsCollisionHandlerClassName.IsValid())