MassBattle Docsv1.19.20

MassBattleEnums.h

UENUM ×47

Source/MassBattle/Public/MassBattleEnums.h

概述 Overview

MassBattle 的集中枚举定义文件,含 47 个 UENUM(BlueprintType) 枚举与一个内联转换函数。按用途可分为:行为类(EBehaviorChoice / EBehaviorState / ESwitchToBehavior / EAttackState / EMoveState 等)、移动/寻路类(ENavMode / ECustomPathMode / EGroundSource / EAvoidanceMode)、事件状态类(E*EventState 系列,供事件回调携带状态)、实体类型与标志(EEMainType / EHostEntityType / EBattleFlags)、表现类(ERepresentationMode / EAnimState / EVATBakeMode)、伤害/投射物类(EDmgType 定义于 Fragments/Damage.h,此处为 EProjectileMoveMode / EProjectileDamageMode / ELootState 等)。EBattleFlags 是最核心的枚举——128 个实体标志位,经模块启动注册映射到 MassAPI 的 EEntityFlags 双 64 位掩码。

The centralized enum definition file of MassBattle, holding 47 UENUM(BlueprintType) enums plus one inline conversion function. Grouped by purpose: behavior (EBehaviorChoice / EBehaviorState / ESwitchToBehavior / EAttackState / EMoveState, etc.), movement/navigation (ENavMode / ECustomPathMode / EGroundSource / EAvoidanceMode), event states (the E*EventState family, carried by event callbacks), entity types and flags (EEMainType / EHostEntityType / EBattleFlags), representation (ERepresentationMode / EAnimState / EVATBakeMode), damage/projectile (EProjectileMoveMode / EProjectileDamageMode / ELootState, etc.). EBattleFlags is the most central enum — 128 entity flag bits registered at module startup onto MassAPI's EEntityFlags dual 64-bit bitmasks.

EValidityBranches UENUM

有效性分支枚举,用于表示「有效 / 无效」两种结果。

Validity branch enum representing a valid / invalid outcome.

值 Value说明 Description
Valid有效。Valid.
Invalid无效。Invalid.

EAgentControlMode UENUM

Agent 的控制模式:由 AI 驱动还是由玩家驱动。

Agent control mode: AI-driven or player-driven.

值 Value说明 Description
AIAI 控制。AI-controlled.
PlayerDriven玩家驱动。Player-driven.

EAgentInitMode UENUM

MassBattleAgentComponent 的初始化模式,控制组件何时、以何种方式生成其 Mass 实体。

Agent initialization mode for MassBattleAgentComponent — controls when and how the component spawns its Mass entity.

值 Value说明 Description
Auto在 BeginPlay 自动生成实体。Automatically spawns the entity in BeginPlay.
Manual手动调用初始化函数生成实体。对象池复用的 actor 也用 Manual。Manually calls the initialization function to spawn the entity. Pool-reused actors also use Manual.

ESortMode UENUM

排序模式,用于结果列表的排序方式(近远、随机、不排序)。

Sort mode for result lists (near/far, random, or unsorted).

值 Value说明 Description
None不排序。Do not sort.
NearToFar从近到远。From near to far.
FarToNear从远到近。From far to near.
Randomize乱序。Random order.

ESpawnOrigin UENUM

生成位置来源:在自身位置还是攻击目标位置。

Spawn origin: at its own position or at the attack target's position.

值 Value说明 Description
AtSelf在自身位置。At its own position.
AtTarget在攻击目标位置。At the attack target's position.

EPlaySoundOrigin UENUM

音效播放来源:2D 无空间音效或 3D 空间音效。

Sound play origin: 2D non-spatial or 3D spatial sound.

值 Value说明 Description
PlaySound2D不使用空间音效。Do not use spatial sound.
PlaySound3D使用空间音效。Use spatial sound.

EPlaySoundOrigin_Attack UENUM

攻击音效播放来源,比 EPlaySoundOrigin 多一个「在攻击目标位置播放 3D 音效」选项。

Attack sound origin; adds an "at the attack target's position" option over EPlaySoundOrigin.

值 Value说明 Description
PlaySound2D不使用空间音效。Do not use spatial sound.
PlaySound3D_AtSelf在自身位置播放空间音效。Spatial sound at its own position.
PlaySound3D_AtTarget在攻击目标位置播放空间音效。Spatial sound at the attack target's position.

EInitialRotation UENUM

生成时的初始朝向:面朝玩家 0 或使用自定义旋转。

Initial rotation on spawn: face player 0 or use a custom rotation.

值 Value说明 Description
FacePlayer生成时面朝玩家 0 的方向。Face the direction of player 0 when spawning.
CustomRotation自定义旋转。Custom rotation.

EBehaviorChoice UENUM

可选择的初始行为(配置注入用):出生、休眠、巡逻、空闲。配合内联函数 ToBehaviorState 转为 EBehaviorState。

Selectable initial behavior (config injection): appear, sleep, patrol, idle. Converted to EBehaviorState by the inline helper ToBehaviorState.

值 Value说明 Description
Appear出生行为。Appear behavior.
Sleep休眠行为。Sleep behavior.
Patrol巡逻行为。Patrol behavior.
Idle无激活行为。No active behavior.

EBehaviorState UENUM

Agent 的完整行为状态集,由行为处理器驱动:空闲、出生、休眠、巡逻、追逐、攻击、支援。

Full agent behavior state set driven by the behavior processor: idle, appear, sleep, patrol, chase, attack, reinforce.

值 Value说明 Description
Idle无激活行为。No active behavior.
Appear出生行为。Appear behavior.
Sleep休眠行为。Sleep behavior.
Patrol巡逻行为。Patrol behavior.
Chase追逐行为。Chase behavior.
Attack攻击行为。Attack behavior.
Reinforce支援行为。Reinforce behavior.

方法 Methods

ToBehaviorState inline EBehaviorState (EBehaviorChoice Choice)

将 EBehaviorChoice 映射为对应的 EBehaviorState;Idle 以外的非法/未知输入一律落到 Idle。

Maps an EBehaviorChoice to the matching EBehaviorState; any unexpected input falls through to Idle.

Input
参数 Param类型 Type说明 Description
ChoiceEBehaviorChoice要转换的行为选择。The behavior choice to convert.
Output

返回对应的 EBehaviorState;未知输入返回 Idle。无副作用。

Returns the matching EBehaviorState, or Idle for unknown input. No side effects.

EAttackState UENUM

攻击状态机的阶段:_FirstExec 后缀表示该阶段的进入帧,用于一次性进入逻辑。流程:Aim → PreCast(前摇)→ PostCast(后摇)→ Cooling → Completed。

Attack state-machine stages; the _FirstExec suffix marks the entry frame of a stage for one-shot entry logic. Flow: Aim → PreCast (wind-up) → PostCast (follow-through) → Cooling → Completed.

值 Value说明 Description
Aim_FirstExec瞄准阶段进入帧。Aim stage entry frame.
Aim瞄准阶段。Aim stage.
PreCast_FirstExec前摇阶段进入帧。Wind-up stage entry frame.
PreCast前摇阶段。Wind-up stage.
PostCast后摇阶段(命中时刻)。Follow-through stage (hit moment).
Cooling冷却阶段。Cooldown stage.
Completed完成。Completed.

ESwitchToBehavior UENUM

通用「下一步切换到什么行为」枚举,用于一次性行为切换。一次性切换后,自然优先级链(Sleep > Patrol,BehaviorProcessor 第 3/4 节)会根据各行为自身的 bEnable 接管。

Generic "what behavior should the agent switch to next" enum for one-shot behavior transitions. After the one-shot, the natural priority chain (Sleep > Patrol via BehaviorProcessor Sections 3/4) takes over based on each behavior's own bEnable.

值 Value说明 Description
Idle结束当前行为并进入空闲。依据 FMove 设置原地停留或跟随流场漂移;若 Sleep / Patrol 启用,下一帧仍会自然进入。Stop the current behavior and become idle. Per FMove the agent either holds in place or drifts with the flow field; Sleep or Patrol still engage next frame if their bEnable is set.
Sleep进入休眠——本次切换强制设置 SleepingFlag,覆盖 Patrol。需开启 Sleep.bEnable;若未启用,则回退到自然行为链(Patrol 或 Idle)。Enter sleep — sets SleepingFlag explicitly so it overrides Patrol on this transition. Requires Sleep.bEnable; with Sleep disabled the agent falls through to the natural chain (Patrol if enabled, otherwise Idle).
Patrol进入巡逻——本次切换强制设置 PatrollingFlag,覆盖默认的 Sleep 优先级。需开启 Patrol.bEnable;若未启用则无效,由自然行为链接管。Enter patrol — sets PatrollingFlag explicitly so it overrides the natural Sleep priority. Requires Patrol.bEnable; with Patrol disabled this is a no-op and the natural chain takes over.
Chase前往目标丢失时的最后位置(保存在 Moving.Goal 中)。到达后进入自然行为链(Sleep > Patrol > Idle)。适合丢失目标后短暂搜索的场景。Navigate once to the target's last known location (held in Moving.Goal at the moment chase ended). On arrival the natural priority chain takes over (Sleep > Patrol > Idle). Useful for search-after-loss behavior.
Reinforce进入支援行为。Agent 没有自己的目标且启用 Reinforce.bEnable 时自然进入。Enter reinforce behavior. Natural entry occurs when the agent has no own target and Reinforce.bEnable is set.

EMoveState UENUM

移动状态机:无目标、移动中、已到达、被推离返回。

Move state machine: no goal, moving, arrived, returning after being pushed away.

值 Value说明 Description
None无移动目标,被动状态。No movement goal, passive.
Moving正在向目标移动。Actively traveling toward the goal.
Arrived已到达目标,保持位置。At goal, holding position.
Returning曾到达目标,被推离,正在返回。Was at goal, pushed away, returning.

ETraceMode UENUM

索敌模式:直接锁定玩家 0,或按特征做扇形索敌。

Targeting mode: lock onto player 0, or sector trace by traits.

值 Value说明 Description
TargetIsPlayer_0索敌目标为玩家 0。Targeting player 0.
SectorTraceByTraits根据特征进行扇形索敌。Sector trace by traits.

EPoolEventState UENUM

对象池事件状态:出池与入池。

Pool event states: spawn from pool and return to pool.

值 Value说明 Description
PoolSpawn出池。Spawn from pool.
PoolRecycle入池。Return to pool.

ERepresentationMode UENUM

实体的表现模式:粒子 + VAT,或 Actor。

Entity representation mode: particle + VAT, or actor.

值 Value说明 Description
Particle粒子 + VAT。Particle + VAT.
ActorActor 表现。Actor representation.

EAvoidanceMode UENUM

避障模式:RVO2(ORCA)互惠速度障碍、基于质量加权斥力场的避障,或两者的混合(Hybrid)。

Avoidance mode: RVO2 (ORCA) reciprocal velocity obstacles, a mass-weighted repulsive force field, or a hybrid of the two.

值 Value说明 Description
RVO2基于互惠速度障碍的合作避障。Reciprocal Velocity Obstacles — cooperative velocity-space avoidance.
ForceField基于质量加权斥力场的避障,更重的 agent 推开更轻的。Mass-weighted repulsive force field — heavier agents push lighter ones.
Hybrid混合模式:除战斗状态(追击/攻击/追击攻击/等待攻击)与正在避让障碍物的单位——两者均用 ORCA(精确追击穿人群;速度空间障碍约束可干净绕行窄缝)——外全部用 ForceField。移动、静止、全部归位者(远或近)在无障碍近邻期间用 ForceField:径向分离永不劫持期望速度,归位者永远不会被人群裹挟;压力场人群解耦也仅在 ForceField 路径生效。Hybrid: ForceField for everything except combat states (chase / attack / attack-chase / attack-wait) and agents currently avoiding obstacles — both ride ORCA (precise pursuit through crowds; velocity-space obstacle constraints thread tight gaps cleanly). Moving, idle and ALL returners (far or near) use ForceField while clear of obstacle neighbors — the radial separation never hijacks the desired velocity, so returners are never dragged along with the crowd flow; the pressure-field crowd decoupling also only applies on the ForceField paths.

ENavMode UENUM

导航模式。Individual:尊重 FNavigation::bUseAStar——true 走 A* 寻路,false 走直线(用户面向的 AgentsMoveTo 任务不再暴露单独的 Direct 模式,per-agent 标志是唯一事实来源)。Direct:内部专用回退,用于 Custom 路径的 waypoint 运动和移动处理器解析为直线时;对 BP 选择器隐藏,用户不能把它选到 FMBMoveNavigation::Mode 上。

Navigation mode. Individual: respects FNavigation::bUseAStar — true → A* pathfinding, false → direct line (the user-facing AgentsMoveTo task no longer exposes a separate Direct mode; the per-agent flag is the single source of truth). Direct: internal-only fallback used by Custom-path waypoint motion and by the move processor when other branches resolve to a direct line; hidden from the BP picker so users cannot select it on FMBMoveNavigation::Mode.

值 Value说明 Description
None隐藏值(无导航)。Hidden value (no navigation).
Individual逐 agent——FNavigation.bUseAStar 为 true 时 A*,否则直线。Per-agent — A* if FNavigation.bUseAStar, otherwise direct.
FlowField共享流场导航。Shared flow field navigation.
Direct隐藏值——内部回退(自定义路径 waypoint / 直线运动)。Hidden — internal fallback (custom-path waypoints / direct motion).
Custom跟随用户提供的路径。Follow a user-provided path.

ECustomPathMode UENUM

自定义路径的循环方式:单程、循环、乒乓往返。

Custom path loop modes: one-way, looped, ping-pong.

值 Value说明 Description
OneWay从起点走到终点后停止。Follow path from start to end, then stop.
Looped从起点走到终点后回到起点重新开始。Follow path from start to end, then restart from start.
PingPong从起点走到终点,然后反向走回起点,如此往复。Follow path from start to end, then reverse back to start, and repeat.

EGroundSource UENUM

地面高度来源:始终射线检测、优先流场(失败回退射线)、严格流场(失败视为无地面/坠落)。

Ground height source: always raycast; flow field first with raycast fallback; or strict flow field (no ground on failure, i.e. falling).

值 Value说明 Description
Raycast始终射线检测(最高质量,最昂贵)。Always raycast (highest quality, most expensive).
FlowField优先尝试流场;失败时自动回退到射线检测(最佳平衡)。Try flow field first; automatically fall back to raycast on failure (best balance).
FlowField_Strict尝试流场;失败则假设没有地面(坠落)。用于飞行单位或极端优化。Try flow field; on failure assume no ground (falling). For flying units or extreme optimization.

事件状态枚举 Event State Enums

以下 E*EventState 系列枚举供事件回调数据(MassBattleStructs.h 中的 F*Data 结构)携带状态,由各行为/能力处理器在事件触发时写入。

The following E*EventState enums are carried by event callback payloads (the F*Data structs in MassBattleStructs.h) and written by behavior/capability processors when events fire.

EAppearEventState UENUM

值 Value说明 Description
Delay延时。Delay.
Begin开始。Begin.
End结束。End.

ETraceEventState UENUM

值 Value说明 Description
Begin索敌开始。Trace begin.
End_Reason_Succeed索敌成功结束。Trace ended with success.
End_Reason_Fail索敌失败结束。Trace ended with failure.

EMoveEventState UENUM

值 Value说明 Description
Moving开始向目标移动。Started moving toward the goal.
Arrived已到达目标。Arrived at the goal.
Returning被推离目标,正在返回。Pushed away from the goal, returning.

ESleepEventState UENUM

值 Value说明 Description
Enter进入休眠状态。Entered sleep state.
Exit退出休眠状态。Exited sleep state.

EPatrolEventState UENUM

值 Value说明 Description
Enter进入巡逻状态。Entered patrol state.
Exit退出巡逻状态。Exited patrol state.
Patrolling移动至巡逻点。Moving to patrol point.
Waiting在巡逻点等待。Waiting at patrol point.

EReinforceMode UENUM

支援模式——bEnable 是总开关;Mode 选择开启后的行为路径。

Reinforce mode — bEnable is the master off switch; Mode selects which paths are active when enabled.

值 Value说明 Description
ReportOnly只上报目标给指挥中心。Only report targets to the command center.
ReinforceOnly只向共享目标支援。Only reinforce toward shared targets.
Full即上报也支援。Both report and reinforce.

EReinforceEventState UENUM

值 Value说明 Description
Enter进入支援状态。Entered reinforce state.
Exit退出支援状态。Exited reinforce state.

EChaseEventState UENUM

值 Value说明 Description
Enter进入追逐状态。Entered chase state.
Exit退出追逐状态。Exited chase state.
Chasing追逐目标中。Chasing the target.
Reached已追到目标。Reached the chase target.

EAttackEventState UENUM

值 Value说明 Description
Aiming瞄准中。Aiming.
Begin攻击开始。Attack begin.
Hit击中。Hit.
Cooling冷却中。Cooldown.
End_Reason_InvalidTarget攻击目标失效而结束。Ended: attack target invalid.
End_Reason_NotInATKRange不在攻击范围内而结束。Ended: not in attack range.
End_Reason_AimTimeout瞄准超时失败而结束。Ended: failed to aim within max time.
End_Reason_Complete正常完成。Ended: complete.

EHitEventState UENUM

值 Value说明 Description
Begin受击开始。Hit begin.

EDeathEventState UENUM

值 Value说明 Description
OutOfHealth生命值归零。Health reached zero.
OutOfLifeSpan寿命归零。Lifespan reached zero.
SuicideAttack自杀攻击。Suicide attack.
KillZ低于强制移除高度。Below kill Z.
ActorDestroyed绑定 Actor 在实体存活期间被销毁(组件 EndPlay 补发 — KI-003)。Binding actor destroyed while the entity was still live (component EndPlay backfill — KI-003).

EAnimState UENUM

动画状态机枚举,由动画处理器驱动,随 FAnimStateChangeData 事件暴露。

Animation state-machine enum driven by the animation processor, exposed via the FAnimStateChangeData event.

值 Value说明 Description
Dirty脏状态(待重新计算)。Dirty (pending recompute).
Idle空闲。Idle.
Move移动。Move.
BS_IdleMove空闲-移动混合空间。Blendspace idle-move.
Appearing出生出现。Appearing.
Sleeping休眠。Sleeping.
Attacking攻击。Attacking.
BeingHit受击。Being hit.
Dying死亡。Dying.
Falling坠落。Falling.
Jumping跳跃。Jumping.
Montage蒙太奇播放。Montage playback.

投射物 / 战利品枚举 Projectile & Loot Enums

EProjectileMoveMode UENUM

值 Value说明 Description
Static静态。Static.
Interped插值运动。Interpolated.
Ballistic抛物线。Ballistic.
Tracking跟踪目标。Tracking.

EProjectileDamageMode UENUM

值 Value说明 Description
Point点伤害。Point.
Radial球形范围伤害。Radial.
Beam球扫(扫掠球体)。Beam (swept sphere).

ELootMoveMode UENUM

值 Value说明 Description
Ballistic抛物线生成运动。Ballistic spawn movement.
Interped插值收集运动。Interpolated collection movement.

ELootState UENUM

值 Value说明 Description
Spawning抛物线生成阶段。Ballistic spawn phase.
Ready准备被收集。Ready to be collected.
BeingCollected飞向收集者。Flying to the gatherer.
Collected成功收集。Successfully collected.
Expired寿命过期。Lifespan expired.

EMassAgentSyncMode UENUM

实体与 Actor/Component 之间的变换同步方向,由 Agent 表示层使用。

Transform sync direction between entity and actor/component, used by the agent representation layer.

值 Value说明 Description
None不同步。No synchronization.
EntityToActor实体驱动 Actor 变换(ControlAgent 模式)。Entity drives the Actor transform (ControlAgent mode).
EntityToComponent实体驱动组件变换。Entity drives the Component transform.
ComponentToEntity组件驱动实体变换(ControlCharacter 模式)。Component drives the Entity transform (ControlCharacter mode).

EVATBakeMode UENUM

VAT(顶点动画纹理)烘焙模式:骨骼模式或顶点模式。

VAT (vertex animation texture) bake mode: bone mode or vertex mode.

值 Value说明 Description
BoneMode骨骼模式。Bone mode.
VertexMode顶点模式。Vertex mode.

EBattleFlags UENUM

MassBattle 特有的实体标志定义。这些标志最终映射到 MassAPI 的 EEntityFlags(两个 int64 位掩码,共 128 个标志):0-63 存于 Flags(低位),64-127 存于 FlagsHigh(高位)。枚举值数量必须与 EEntityFlags 匹配。EBattleFlags_MAX 用于计数。命名条目在模块启动时经反射注册进 UMassAPIFlagSettings::FlagRegistry(FlagNN 占位条目跳过)。

MassBattle-specific entity flags. These ultimately map to MassAPI's EEntityFlags (two int64 bitmasks, 128 flags total): flags 0-63 are stored in Flags (low), flags 64-127 in FlagsHigh (high). The value count must match EEntityFlags. EBattleFlags_MAX is the counting sentinel. Named entries are registered into UMassAPIFlagSettings::FlagRegistry via reflection at module startup (the FlagNN placeholders are skipped).

命名标志(低位 0-63)Named flags, low bits 0-63

值 Value说明 Description
Appearing出生出现中。Appearing.
AppearAnim出生动画播放中。Appear animation playing.
AppearDissolve出生溶解效果。Appear dissolve effect.
Sleeping休眠中。Sleeping.
Patrolling巡逻中。Patrolling.
Attacking攻击中。Attacking.
AttackAnim攻击动画播放中。Attack animation playing.
Falling坠落中。Falling.
FallAnim坠落动画播放中。Fall animation playing.
BeingPushed被推挤中(避障)。Being pushed (avoidance).
Launching被击退中。Launching (knockback).
Chasing追逐中。Chasing.
Approaching接近中。Approaching.
BeingHit受击中。Being hit.
HitAnim受击动画播放中。Hit animation playing.
HitGlow受击发光效果。Hit glow effect.
HitJiggle受击抖动效果。Hit jiggle effect.
Dying死亡中。Dying.
DeathAnim死亡动画播放中。Death animation playing.
DeathDissolve死亡溶解效果。Death dissolve effect.
Activated已激活。Activated.
AIAI 控制。AI-controlled.
BurstFx爆发特效。Burst FX.
AttachedFx附着特效。Attached FX.
Rendering渲染中。Rendering.
NotRendering不渲染。Not rendering.
Agentagent 实体。Agent entity.
Obstacle障碍物实体。Obstacle entity.
Projectile投射物实体。Projectile entity.
Prop道具/静态物实体。Prop entity.
Slowing减速 debuff 生效中。Slow debuff active.
TemporalDamaging持续伤害 debuff 生效中。Temporal damage debuff active.
RenderingWithParticle粒子表现。Rendering with particle.
RenderingWithActorActor 表现。Rendering with actor.
PauseAnimChange暂停动画切换。Pause animation change.
PendingDestroy待销毁。Pending destroy.
Loot战利品实体。Loot entity.
AStarMovingToA* 寻路移动中。Moving via A* pathfinding.
Selected已选中。Selected.
BeingSelect正在被选中(瞬态)。Being selected (transient).
Idle无优先级链行为拥有该 agent 时设置(非 Dying/Appearing/Sleeping/Patrolling/Attacking/Chasing/Returning 中的任何一个)。在 BehaviorProcessor 每 agent 循环末尾、第 1-7 节运行之后维护,读者看到的是当前帧的节后状态。并发的反应层(BeingHit/Falling/Launching 等)不参与判定——被击退的 agent 属于「空闲但在反应」。外部查询(蓝图、任务认领、AI 导演)请用 IdleFlag 判断「该 agent 是否空闲」;不要在 BehaviorProcessor 内部用它——第 3/4 节在本标志更新之前运行,同帧内是过期的,那些节必须直接检查各行为标志。Set when no priority-chain behavior owns the agent (none of Dying/Appearing/Sleeping/Patrolling/Attacking/Chasing/Returning is set). Maintained at the end of BehaviorProcessor's per-agent loop, AFTER Sections 1-7 have run, so readers see the post-section state for the current frame. Concurrent reaction layers (BeingHit, Falling, Launching, ...) are NOT considered — a knocked-back agent is "idle but reacting". Use IdleFlag for external "is this agent free?" queries (Blueprint, task claim, AI director). Do NOT use it inside the BehaviorProcessor section chain — sections 3/4 run BEFORE the flag is updated, so within the same frame it's stale; those sections must keep checking individual behavior flags directly.
Returning被推离后返回中。Returning after being pushed away.
BPTask_MoveTo用户可用标志:当某个 AgentsMoveTo 蓝图任务正在驱动该 Agent 移动时为 true,任务释放时清除。外部代码(BP、AI 导演、其他任务)通过它判断「该 Agent 当前是否被 MoveTo 任务接管」。任务内部锁定/挂起状态保存在 FMoving::bMoveToLocked / bMoveToSuspended,不放这里。User-facing flag: set while an AgentsMoveTo Blueprint task currently owns this agent's movement; cleared on task release. External code (BP, AI directors, other tasks) queries it to ask "is this agent currently being driven by a MoveTo task?". Internal task plumbing (lock + suspend state) lives on FMoving::bMoveToLocked / bMoveToSuspended, not here.
BPTask_ChaseAttack用户可用标志:当某个 AgentsChaseAttack 蓝图任务正在驱动该 Agent 攻击指定目标时为 true,任务释放时清除。外部代码通过它判断「该 Agent 当前是否被 ChaseAttack 任务接管」。任务内部锁定/目标状态保存在 FTracing::ActiveChaseAttackTaskID / LockedTarget,不放这里。User-facing flag: set while an AgentsChaseAttack Blueprint task currently owns this agent's trace target; cleared on task release. External code queries it to ask "is this agent currently being driven by a ChaseAttack task?". Internal task plumbing (lock + pinned target) lives on FTracing::ActiveChaseAttackTaskID / LockedTarget, not here.
Reinforcing支援中。Reinforcing.
PlayerDriven玩家驱动。Player-driven.
Flag46 … Flag63未命名占位标志(低位剩余 18 个)。Unnamed placeholder flags (remaining 18 low bits).

高位 64-127 High bits 64-127

Flag64 至 Flag127 全部为未命名占位标志(存于 FlagsHigh),保留给未来使用。它们与 Flag46-63 一样不进入 FlagRegistry。

Flag64 through Flag127 are all unnamed placeholders (stored in FlagsHigh), reserved for future use. Like Flag46-63, they are not registered into FlagRegistry.

EUObjectOptType UENUM

对 actor/object 执行的操作类型:生成、销毁、应用变换。

Operation type to perform on an actor/object: spawn, destroy, apply transform.

值 Value说明 Description
Spawn生成新对象,Transform 用于初始位置/旋转/缩放。Spawn a new object. Transform is used for initial location/rotation/scale.
Destroy销毁引用的对象,Transform 被忽略。Destroy the referenced object. Transform is ignored.
Transform给引用的对象应用新变换。Apply a new transform to the referenced object.

ESelectState UENUM

选中状态:瞬态的选中中、持久的已选中,以及「全部」通配(用于 DeselectAgents)。

Selection states: transient being-selected, persistent selected, and an "All" wildcard (for DeselectAgents).

值 Value说明 Description
BeingSelect正在选中(瞬态)。Being selected (transient state).
Selected已选中(持久态)。Fully selected (persistent state).
All两种状态都匹配(用于 DeselectAgents)。Both states (for DeselectAgents).

EInterpMode UENUM

合批特效的插值模式:GPU = Niagara Custom HLSL 外推;CPU = 每帧 VInterpTo。仅在 SubType != None 时生效,通过 EditConditionHides 隐藏。

Batched FX interpolation mode: GPU = Niagara Custom HLSL extrapolation; CPU = per-frame VInterpTo on CPU. Only applies when SubType != None; hidden otherwise via EditConditionHides.

值 Value说明 Description
GPUGPU Custom HLSL 外推——需要含 Custom HLSL 的 GPU 发射器。GPU Custom HLSL extrapolation — requires a GPU emitter with Custom HLSL.
CPUCPU 逐帧 VInterpTo/QInterpTo——兼容任意发射器类型。CPU per-frame VInterpTo/QInterpTo — works with any emitter type.

EHostEntityType UENUM

标识宿主实体的类型用于池化。FxCPU 有独立池,避免池复用时 GPU/CPU 插值模式切换导致的原型变更。

Identifies the host entity type for pooling. FxCPU has its own pool to avoid archetype changes when switching between GPU/CPU interp modes at pool reuse.

值 Value说明 Description
ActorActor 宿主。Actor host.
Fx特效宿主。FX host.
Sound音效宿主。Sound host.
Projectile投射物宿主。Projectile host.
Agentagent 宿主。Agent host.
Loot战利品宿主。Loot host.
FxCPUCPU 插值特效宿主的独立池。Separate pool for CPU-interp FX hosts.

EEMainType UENUM

主要实体类型——存于 FMainType fragment,用于 O(1) 类型分发。

Primary entity type — stored in the FMainType fragment for O(1) type dispatch.

值 Value说明 Description
Agentagent。Agent.
Projectile投射物。Projectile.
Loot战利品。Loot.
Obstacle障碍物。Obstacle.
Debuffdebuff。Debuff.
Host宿主。Host.
FxEntity特效实体。FX entity.

EAgentBehaviorState UENUM

agent 行为的简版状态枚举(对外暴露用)。

Compact agent behavior state enum (for external exposure).

值 Value说明 Description
None无状态。None.
Appearing出生出现中。Appearing.
Sleeping休眠中。Sleeping.
Patrolling巡逻中。Patrolling.
Attacking攻击中。Attacking.
Hit受击中。Hit.
Dying死亡中。Dying.

阵型相关枚举 Formation Enums

EFormationAssignmentMode UENUM

控制 Agent 如何分配到阵型槽位。

Controls how agents are assigned to formation slots.

值 Value说明 Description
KeepFormation保持 Agent 的相对位置关系——左边的留在左边,前面的留在前面。Preserve agents' relative arrangement — agents on the left stay on the left, etc.
ReformTheLine忽略当前排列——每个 Agent 移动到离自己最近的可用槽位。Ignore current arrangement — each agent moves to the nearest available slot.

EAgentBoundMode UENUM

生成阵型时采样 Agent 边界半径的来源:FromCollider 用胶囊体碰撞体的 XY 投影边界圆半径;FromAvoidance 用避障椭圆的长轴(主/副轴较大值),即边界圆半径 × max(AvoidDistMult.X, AvoidDistMult.Y)。

Source for sampling an agent's bounding radius when generating formations: FromCollider uses the capsule collider's bounding-circle radius (XY-projected); FromAvoidance uses the avoidance ellipse's long axis (max of major/minor), i.e. bounding-circle radius scaled by max(AvoidDistMult.X, AvoidDistMult.Y).

值 Value说明 Description
FromCollider来自碰撞体。From collider.
FromAvoidance来自避障椭圆长轴。From avoidance ellipse long axis.

EFormationSizingMode enum class

为已禁用的 Fixed 尺寸分支保留——不对蓝图公开(非 UENUM)。阵型尺寸目前仅 FitAgents(见 MassBattleFormationAlgorithms.cpp 的 bFormationFitAgentsOnly 常量);ComputeFitAgentsSlotTarget 仍接收该枚举,固定分支在有目标时不可达。要恢复模式选择,将该常量翻回 false 并重新公开结构体的 SizingMode 字段。

Retained for the disabled Fixed sizing branches — NOT Blueprint-exposed (not a UENUM). Formation sizing is FitAgents-only (see the bFormationFitAgentsOnly constant in MassBattleFormationAlgorithms.cpp); ComputeFitAgentsSlotTarget still takes the enum but the Fixed branch is unreachable while the constant is true. To restore mode selection, flip that constant back to false and re-expose the struct's SizingMode field.

值 Value说明 Description
Fixed固定尺寸(当前禁用)。Fixed size (currently disabled).
FitAgents按 Agent 数量适配尺寸(当前唯一模式)。Fit size to the agent count (the only active mode).

补充说明 Notes

EReinforceMode(ReportOnly / ReinforceOnly / Full)定义于本文件的 EReinforceMode 段:bEnable 是总开关,Mode 选择开启后的行为路径——只上报目标给指挥中心、只向共享目标支援、或两者兼有。本文件还包含 EDmgType 之外的所有战斗枚举;EDmgType 定义于 Fragments/Damage.h。事件枚举的 ESpawnPositioningMode 定义于 MassBattleStructs.h(非本文件)。

EReinforceMode (ReportOnly / ReinforceOnly / Full) lives in this file: bEnable is the master off switch and Mode selects which paths are active when enabled — report targets to command center, reinforce toward shared targets, or both. This file holds all combat enums except EDmgType, which lives in Fragments/Damage.h. Note ESpawnPositioningMode is defined in MassBattleStructs.h, not here.