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UE2:NavigationPoint (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- AlternatePath, AmbushPoint, BlockedPath, DeployProxy, Door, Engine.SpectatorCam, JumpDest, JumpPad, LiftCenter, LiftExit, PathNode, SmallNavigationPoint
- This class in other games:
- RTNP, U1, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
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NavigationPoint.
NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level
[edit] Properties
[edit] Property group 'NavigationPoint'
[edit] bAlwaysUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
[edit] bBlocked
Type: bool
this path is currently unuseable
[edit] bNeverUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
[edit] bNotBased
Type: bool
[edit] bOneWayPath
Type: bool
reachspecs from this path only in the direction the path is facing (180 degrees)
[edit] bPropagatesSound
Type: bool
this navigation point can be used for sound propagation (around corners)
Default value: True
[edit] ExtraCost
Type: int
Extra weight added by level designer
[edit] ForcedPaths
Type: name
Array size: 4
list of names of NavigationPoints which should always be connected from this path
[edit] ProscribedPaths
Type: name
Array size: 4
list of names of NavigationPoints which should never be connected from this path
[edit] Internal variables
[edit] bAutoBuilt
Type: bool
Modifiers: const
placed during execution of "PATHS BUILD"
[edit] bDestinationOnly
Type: bool
used by path building - means no automatically generated paths are sourced from this node
[edit] bEndPoint
Type: bool
Modifiers: transient
used by C++ navigation code
[edit] bestPathWeight
Type: int
Modifiers: const
[edit] bForceNoStrafing
Type: bool
Modifiers: const
override any LD changes to bNeverUseStrafing
[edit] bMustBeReachable
Type: bool
used for PathReview code
[edit] bNoAutoConnect
Type: bool
don't connect this path to others except with special conditions (used by LiftCenter, for example)
[edit] bPathsChanged
Type: bool
Modifiers: const
used for incremental path rebuilding in the editor
[edit] bSourceOnly
Type: bool
used by path building - means this node is not the destination of any automatically generated path
[edit] bSpecialForced
Type: bool
paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions
[edit] bSpecialMove
Type: bool
if true, pawn will call SuggestMovePreparation() when moving toward this node
[edit] bTransientEndPoint
Type: bool
Modifiers: transient
set right before a path finding attempt, cleared afterward.
[edit] cost
Type: int
added cost to visit this pathnode
[edit] FearCost
Type: int
Modifiers: transient
extra weight diminishing over time (used for example, to mark path where bot died)
[edit] InventoryCache
Type: Pickup
used to point to dropped weapons
[edit] InventoryDist
Type: float
[edit] nextNavigationPoint
Type: NavigationPoint
Modifiers: const
[edit] nextOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
[edit] PathList
Modifiers: const
index of reachspecs (used by C++ Navigation code)
[edit] previousPath
Type: NavigationPoint
Modifiers: const
[edit] prevOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
[edit] taken
Type: bool
set when a creature is occupying this spot
[edit] TransientCost
Type: int
Modifiers: transient
added right before a path finding attempt, cleared afterward.
[edit] visitedWeight
Type: int
[edit] Default values
| Property | Value |
|---|---|
| bCollideWhenPlacing | True |
| bHidden | True |
| bNoDelete | True |
| bStatic | True |
| CollisionHeight | 100.0 |
| CollisionRadius | 80.0 |
| SoundVolume | 0 |
| Texture | Texture'Engine.S_NavP' |
[edit] Functions
[edit] Events
[edit] Accept
[edit] DetourWeight
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
