AutoPickupInteractionBagId | string | AutoPickup (holding an object during an aggro chase) - a single location-agnostic Bag branches bag/world pickup via SequenceStartInfos. The location-agnostic InteractionBag used for auto-pickup. NAME_None means auto-pickup is not queued. |
AutoPickupWorldSearchRadiusCm | number | Search radius (cm) for auto-pickup world candidates. Used for the surrounding world search of ObjectId/ObjectTag/AnyObject. |
ChaseInteractionBagId | string | InteractionBag auto-queued at chase start. NAME_None disables auto-queueing (chase will not fire). |
DecayPerMinute | integer | Amount subtracted from the total per minute (game time, oldest-first). |
FarDecayMultiplier | number | Per-minute decay multiplier above FarDistance. The farther, the faster the decay. |
FarDistance | number | At or above this distance (cm), FarDecayMultiplier is applied. Linearly interpolated between NearDistance and FarDistance. |
MaxAggro | integer | Numbers — common to all aggro Max aggro total per (Source, Target) pair. Sum of all Reason buckets is trimmed (oldest-first) to stay at or below this. |
MaxTargetsPerSource | integer | System guard Cap on the number of concurrent Target aggro entries one Source may hold. |
NearDecayMultiplier | number | Per-minute decay multiplier below NearDistance. 1 = keep the existing flat decay. |
NearDistance | number | Distance-based decay acceleration - always applied (no option). Decides the decay multiplier from the Source-Target distance. At or below this distance (cm), NearDecayMultiplier is applied. |
OffsetDistance | number | Default arrival distance used when TableRow.OffsetDistanceOverride is negative (WalkTo f1 OffsetDistance). |
OriginLeashDecayMultiplier | number | Multiplier applied (multiplicatively) on top of the distance-based multiplier when leaving the origin. |
OriginLeashDistance | number | Extra decay triggers when the Source moves at least this distance (cm) from the aggro origin (initial capture location). Applied only to Reasons with bUseOriginLeashDecay on. |
PathRefreshIntervalGameMinutes | number | Chase - common re-path interval during chase (game minutes). After applying the PathFollower wait bypass (ClearWaitRequestPath), even a 1-minute interval has little jitter impact. |
TargetMoveThresholdCm | number | Re-path is requested only when the Target has moved at least this distance from the last refresh location (throttling). 200 cm recommended so short jitters do not re-path every time. |