| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.NavigationPoint
CoverLink, CoverSlotMarker, DoorMarker, DynamicAnchor, Ladder, LiftCenter, LiftExit, Objective, PathNode, PickupFactory, PlayerStart, PortalMarker, Teleporter, UTDefensePoint, UTJumpPad, UTOnslaughtNodeTeleporter, UTTranslocatorDest, UTVehicleFactory
| Constants Summary | ||
|---|---|---|
| INFINITE_PATH_COST | = | 10000000 |
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary | ||
|---|---|---|
| NavigationOctreeObject BoundingBox, BoxCenter, OctreeNode, Owner, OwnerType | ||
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | bool | Accept (actor Incoming, actor Source )) |
![]() | bool | CanTeleport (Actor A) |
![]() | float | DetourWeight (Pawn Other, loat PathWeight) |
![]() | bool | GetAllNavInRadius (Actor ChkActor, Vector ChkPoint, float Radius, out array<NavigationPoint> out_NavList, optional bool bSkipBlocked, optional int inNetworkID=-1, optional Cylinder MinSize) |
![]() | GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) con) | |
![]() | NavigationPoint | GetNearestNavToActor (Actor ChkActor, optional class<NavigationPoint> RequiredClass, ptional array<NavigationPoint> ExcludeList, ptional float MinDist)) |
![]() | NavigationPoint | GetNearestNavToPoint (Actor ChkActor, ector ChkPoint, optional class<NavigationPoint> RequiredClass, ptional array<NavigationPoint> ExcludeList)) |
![]() | ReachSpec | GetReachSpecTo (NavigationPoint Nav) |
![]() | bool | IsAvailableTo (Actor chkActor)) |
![]() | bool | OnMatchingNetworks (NavigationPoint Nav )) |
![]() | OnToggle (SeqAct_Toggle inAction)) | |
![]() | bool | ProceedWithMove (Pawn Other)) |
![]() | int | SpecialCost (Pawn Seeker, ReachSpec Path) |
![]() | bool | SuggestMovePreparation (Pawn Other )) |
| Constants Detail |
|---|
| Variables Detail |
|---|
Pawn that is currently anchor to this navigation point
Used to draw bad collision intersection in editor
if true, attempt to build long range (> MAXPATHDIST) paths to/from this node
whether walking on (being based on) this NavigationPoint counts as reaching it
Does this nav point point to others in separate levels?
List of navigation points to force paths to be built to
List of navigation points to prevent paths being built to
Normal editor sprite
Last time a pawn was anchored to this navigation point - set when Pawn chooses a new anchor
templated accessor to Owner, to avoid casting for common cases @note T must be UObject or a subclass, or this function will not compile
path size of the largest ReachSpec in this node's PathList
GUID used for linking paths across levels
Which navigation network does this navigation point connect to?
List of volumes containing this navigation point relevant for gameplay
indicates vehicles cannot use this node
vehicles with bUsePreferredVehiclePaths set (large vehicles, usually) will prioritize using these nodes
| Structures Detail |
|---|
var Box BoundingBox;};
var vector BoxCenter;
var native transient const pointer OctreeNode;
var noexport const Object Owner;
var noexport const byte OwnerType;
structure for inserting things into the navigation octree
BoundingBox:the bounding box to useBoxCenter:cached center of that boxOctreeNode:if this object is in the octree, pointer to the node it's in, otherwise NULLOwner:UObject that owns the entry in the octreeOwnerType:bitfield representing common classes of Owner so we can avoid casts
| Functions Detail |
|---|
Accept Source code
CanTeleport Source codereturns whether this NavigationPoint is a teleporter that can teleport the given Actor
DetourWeight Source code
GetAllNavInRadius Source codeReturns all navigation points near the ChkPoint specified by Radius.
GetBoundingCylinder Source code
GetNearestNavToActor Source codeReturns the nearest valid navigation point to the given actor.
GetNearestNavToPoint Source codeReturns the nearest valid navigation point to the given point.
GetReachSpecTo Source code
IsAvailableTo Source codeReturns true if this point is available for chkActor to move to, allowing nodes to control availability.
OnMatchingNetworks Source code
OnToggle Source codeToggle the blocked state of a navigation point.
ProceedWithMove Source code
SpecialCost Source code
SuggestMovePreparation Source code| Defaultproperties |
|---|
defaultproperties { bMayCausePain=True bMustTouchToReach=True bBuildLongPaths=True Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent' CollisionHeight=50.000000 CollisionRadius=50.000000 Name="CollisionCylinder" ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' Sprite=Texture2D'EngineResources.S_NavP' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object GoodSprite=Sprite Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'Engine.Default__SpriteComponent' Sprite=Texture2D'EditorResources.Bad' HiddenGame=True HiddenEditor=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Scale=0.250000 Name="Sprite2" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object BadSprite=Sprite2 NetworkID=-1 Components(0)=Sprite Components(1)=Sprite2 Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__ArrowComponent' ArrowColor=(B=255,G=200,R=150,A=255) ArrowSize=0.500000 Name="Arrow" ObjectArchetype=ArrowComponent'Engine.Default__ArrowComponent' End Object Components(2)=Arrow Components(3)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__PathRenderingComponent' Name="PathRenderer" ObjectArchetype=PathRenderingComponent'Engine.Default__PathRenderingComponent' End Object Components(4)=PathRenderer bStatic=True bNoDelete=True bCollideWhenPlacing=True CollisionComponent=CollisionCylinder Name="Default__NavigationPoint" ObjectArchetype=Actor'Engine.Default__Actor' } |
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