FB2Action_WalkToAggroChase
Overview
- Chase WalkTo dedicated to the aggro system. Dynamically updates the Source's current TopTarget every OnTick; always sprints with EB1SprintReason::Aggro; OffsetDistance uses the UB1AggroDataAsset default (the TopReason TableRow's OffsetDistanceOverride takes precedence if > 0). Re-path requests fire only on two triggers: (1) Top Target swap (immediate), (2) PathRefreshIntervalGameMinutes elapsed AND the Target moved more than TargetMoveThresholdCm (periodic). If only the interval elapses while the Target is stationary, RequestPath is not fired (to reduce the character twitching from PathFollower restarts).
Metadata
| Field | Value |
|---|
| Kind | action |
| Environment | B2 - Simulation |
| Category | actions |
| Extends | FB2Action_WalkTo |
| Require | require('Actions.B2Action_WalkToAggroChase') |
Properties (2)
| Name | Type | Description |
|---|
LastPathRefreshTicks | integer | Game-time ticks of the last re-path request. Compared against PathRefreshIntervalGameMinutes for periodic re-pathing. |
LastTargetLocation | FVector | Target location at the last re-path request. Used to check whether the Target moved beyond the threshold once the interval elapses. |
Functions (4)
| Function | Parameters | Returns | Description |
|---|
OnCanceled | - | - | Callback invoked on Canceled. |
OnFinish | - | - | Callback invoked on Finish. |
OnPaused | - | - | Callback invoked on Paused. |
OnTick | DeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number | - | Callback invoked on Tick. |
Override points (4)
Implement these in Lua as FB2Action_WalkToAggroChase.Override_Name = function(...) end.
| Function | Parameters | Returns | Description |
|---|
Override_OnCanceled | - | - | Timing hook called when the action is canceled. |
Override_OnFinish | - | - | Timing hook called when the action finishes. |
Override_OnPaused | - | - | Timing hook called when the action is paused. |
Override_OnTick | DeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number | - | Timing hook called every tick while the action runs. (performance-sensitive) |