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
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@@ -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.