Update SocialGroups authored by Daniel Rupp's avatar Daniel Rupp
# TODO
Our character plugin provides a simple way to set up Social Groups. Social Groups are freestanding conversational groups. Our character plugin provides a simple way to set up Social Groups. Social Groups are freestanding conversational groups.
## Finding the Blueprint ## Finding the Blueprint
...@@ -70,11 +68,11 @@ The Leaving state, ensures, that the user needs to increase his distance to D > ...@@ -70,11 +68,11 @@ The Leaving state, ensures, that the user needs to increase his distance to D >
## Useful Functions ## Useful Functions
The VHSocialGroups component introduces the following functions: The **VHSocialGroups** component introduces the following functions:
* ``JoinGroup(ASocialGroup SG)`` Makes the agent walk towards the given Social Group. If close enough, the agent will join the group. * ``JoinGroup(ASocialGroup SG)`` Makes the agent walk towards the given Social Group. If close enough, the agent will join the group.
* ``LeaveGroup()`` Removes the agent from its current Social Group. After this call a movement call should follow, otherwise, the agent will not move away from the group. * ``LeaveGroup()`` Removes the agent from its current Social Group. After this call a movement call should follow, otherwise, the agent will not move away from the group.
The Social Group actor introduces the following functions: The **Social Group** actor introduces the following functions:
* ``StartDialogue(float InitialDelay)`` If the dialogue did not start with begin play, because bStartDialogue was turned off, use this function to start the dialogue at a later point in time. The dialogue will start after the given initial delay. * ``StartDialogue(float InitialDelay)`` If the dialogue did not start with begin play, because bStartDialogue was turned off, use this function to start the dialogue at a later point in time. The dialogue will start after the given initial delay.
* ``JoinGroup(AVirtualHuman* VH)`` Makes the given agent walk towards the Social Group. If close enough, the agetn will join the group. * ``JoinGroup(AVirtualHuman* VH)`` Makes the given agent walk towards the Social Group. If close enough, the agetn will join the group.
* ``LeaveGroup(AVirtualHuman* VH)`` Removes the given agent from the Social Group. After this call a movement call should follow, otherwise, the agent will not move away from the group. * ``LeaveGroup(AVirtualHuman* VH)`` Removes the given agent from the Social Group. After this call a movement call should follow, otherwise, the agent will not move away from the group.