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B2Action_WalkToVehicle

  • Description
    * ===============
    * Walks the character to a vehicle target, routing around the vehicle's collision box and, for cross-block travel, through the pedestrian city graph.
    * ===============
    * Note:
    * OnInit(): Sets bIngoreTrafficSignal so the walk ignores traffic signals while approaching the vehicle.
PropertyTypeDescriptionMetadata
NextDestTArrayQueued intermediate waypoints (avoidance corner then final destination) inserted into the path after routing around the vehicle
FromFVectorPath start location, set in SetFromLocation()
ToFVectorPath destination location, set in FindTargetLocation()/SetParams() and refined as the path is resolved
bUseSprintboolWhether to sprint for this walk, set from the Sprint(S2) marker or by subclasses
bWaitRequestPathResultboolWhether an async path-find request is currently pending
bWaitRetryPathResultboolWhether a retried path result is pending after PathFollower requested a retry
WalkToStateEB2WalkToStateCurrent stage of the path-following/motion-warping/turn-anim state machine
MoveOverFB2MoveOverMove-over helper tracking overlap-avoidance movement toward the target/destination
OffsetDistancefloatDistance to stop short of the target along the path, set from Action.F1 (or DistFromFire for burning targets)
bStopBeforeSwimmingPoolNodeboolWhether to truncate the path before entering a swimming pool node
bIsScheduleWalkToboolWhether this is a schedule-driven walk pending a randomized SLOD teleport trigger time
bHasSwimmingPoolNodeboolWhether the resolved path passes through a swimming pool enter/exit node
ScheduleWalkToTeleportTriggerTimeFDateTimeGame time at which a schedule walk becomes eligible for SLOD teleport, randomized in OnInit
bIsSiteTargetWalkToboolWhether this walk targets a site (user-requested site move); affects path query params and finish handling
bIngoreTrafficSignalboolWhether the path follower should ignore traffic signals
bIsCommuteActionboolWhether 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
bWasEverVisibleSlod0boolWhether this WalkToSpawner crowd walker has ever been SLOD0-visible, gating SLOD1 hold-teleport for previously-seen despawning crowds; serialized to persist across save/load
bTriedClearSituationalOutfitboolWhether the situational outfit clear has already run for this walk; serialized so that a save/load during path-wait does not run it twice
ActionIdFNameIdentifier of this action instance (used for interaction tracking and mission time accounting)
StateEB2ActionStateCurrent lifecycle state of this action
MergeTypeEB2ActionMergeTypeMerge type flags for this action (e.g. interaction merge, checked in Finish())
ResultEB2InteractionResultResult of this action once it stops playing (Finish/Failed/Canceled)
SelfEntityIdFB1EntityIdEntity id performing this action
TargetEntityIdFB1EntityIdEntity id targeted by this action
GrabEntityIdFB1EntityIdEntity id grabbed/carried by self entity for this action
NonTargetLocationFVectorLocation used for script/condition context when there is no target entity
ActionFB1ActionInfoAction table data (S1/S2/F1/F2, script id lists, etc.) driving this instance
TickCalcValuefloatAccumulated tick delta time since this action started ticking
CurrentNotifyIndexint32Index into Action.NotifyScriptIds for the next notify script to run
AsyncLoadAnimInfoTArrayAnimations to async-load for this action's start/notify/tick/finish/cancel scripts
AddActionTimeIntervalfloatInterval in seconds between OnTickAddActionExecuteTime() calls
AccumAddActionTimefloatElapsed time accumulator compared against AddActionTimeInterval
StartActionTickTimeint64Tick timestamp used to measure elapsed action execution time for mission tracking
ActionKeyFB2ActionKeyKey identifying this action's slot/queue within the interaction system
TimeTaskIdFB1TimeTaskIdId of the scheduled time task used for delayed Determine/Finish
IsForceCancelableboolWhether this action is force-cancelable, copied from Action.IsForceCancelable
IsFirstActionboolMarks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer
bMultiFlagboolSet by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection
TalkInstanceIdFB1TalkInstanceIdId of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions()
TalkSubjectEntityIdFB1EntityIdEntity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged()
bIsWaitFinishEventboolCached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live)
AutoInsertTypeEB2ActionAutoInsertTypeType of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture)