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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/Engine.AvoidanceManager
- Is Array:
False
#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())