AskDirectMoveTicks | integer | Game tick after which the direct-move teleport popup may be shown |
From | FVector | Path start location, set in SetFromLocation() |
MoveOver | FB2MoveOver | Move-over helper tracking overlap-avoidance movement toward the target/destination |
NextHeavyRainCheckTicks | integer | Next game tick at which heavy rain sprint conditions should be re-evaluated |
OffsetDistance | number | Distance to stop short of the target along the path, set from Action.F1 (or DistFromFire for burning targets) |
RetryState | EB1RequestPathRetryState | Current path-find retry stage, escalated on each OnRequestPathFail() and reset on success |
ScheduleWalkToTeleportTriggerTime | FDateTime | Game time at which a schedule walk becomes eligible for SLOD teleport, randomized in OnInit |
Target | any | Optional actor being walked toward, resolved via InitEntities() |
To | FVector | Path destination location, set in FindTargetLocation()/SetParams() and refined as the path is resolved |
TurnAnimInfos | FB2TurnAnimInfo[] | Queued turn animations to play as the walker arrives, selected by SelectTurnAnims() |
WalkToState | EB2WalkToState | Current stage of the path-following/motion-warping/turn-anim state machine |
Walker | any | Character performing this walk, resolved via InitEntities() |
bHasOpenedDirectMovePopup | boolean | Whether the direct-move teleport popup is currently open for this walk |
bHasSwimmingPoolNode | boolean | Whether the resolved path passes through a swimming pool enter/exit node |
bIngoreTrafficSignal | boolean | Whether the path follower should ignore traffic signals |
bIsCommuteAction | boolean | Whether this is a commute-style walk, cached in OnInit and used by OnPlay's SLOD teleport decision; serialized to persist the decision across save/load |
bIsHeavyRainSprinting | boolean | Whether sprinting is currently active due to heavy rain, tracked to detect state changes |
bIsScheduleWalkTo | boolean | Whether this is a schedule-driven walk pending a randomized SLOD teleport trigger time |
bIsSiteTargetWalkTo | boolean | Whether this walk targets a site (user-requested site move); affects path query params and finish handling |
bStopBeforeSwimmingPoolNode | boolean | Whether to truncate the path before entering a swimming pool node |
bTriedClearSituationalOutfit | boolean | Whether the situational outfit clear has already run for this walk; serialized so that a save/load during path-wait does not run it twice |
bUseSprint | boolean | Whether to sprint for this walk, set from the Sprint(S2) marker or by subclasses |
bWaitRequestPathResult | boolean | Whether an async path-find request is currently pending |
bWaitRetryPathResult | boolean | Whether a retried path result is pending after PathFollower requested a retry |
bWasEverVisibleSlod0 | boolean | Whether this WalkToSpawner crowd walker has ever been SLOD0-visible, gating SLOD1 hold-teleport for previously-seen despawning crowds; serialized to persist across save/load |