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FB2AggroEntry

Overview

  • Aggro state of one Source toward a single Target. (Since a Source can have multiple Targets at once, there may be multiple entries per Source.)

Metadata

FieldValue
Kindstruct
EnvironmentB2 - Simulation
Categorystructs

Properties (9)

NameTypeDescription
LastDecayGameTimeTicksintegerPer-entry per-minute decay timer (FDateTime ticks).
PickupTargetEntityIdFB1EntityIdEntity to pick up. Valid only when bPickupDecisionMade is true; Invalid means no pickup this engagement.
ReasonsFB2AggroReasonBucket[]
TargetEntityIdFB1EntityId
bArrivalDeferredbooleanState where arrival fire (FireArrival) is temporarily held because the Source is playing a hit reaction. While true, bArrivalFired is not raised; the fire is retried in Tick after the hit reaction ends. (Prevents permanent loss of instant-type aggro and defers the whole fire without Script/Howling duplication.)
bArrivalFiredbooleanPer-chase one-shot guard; if true, no new chase is started. Reset to false on AddAggro.
bChasingActionRunningbooleanWhether a chase Action is in progress. At most one entry within a Source is true.
bPickupDecisionMadebooleanAuto-pickup target decision cache; decided once per engagement session to prevent flicker. Whether the pickup target/decision was already made this engagement. Reset to false on ragdoll so it is re-decided on the next chase.
bUserAbortedbooleanThe user (player) intentionally canceled the chase interaction. While true, chasing is not restarted even if the aggro entry survives. Reset to false when an entry is updated via AddAggro (a new attack resumes the chase). Disappears together with the entry if it naturally decays away.