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UE2:NavigationPoint (U2)

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U2 Object >> Actor >> NavigationPoint

Contents

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

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

Type: array<ReachSpec>

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

event bool Accept (Actor Incoming, Actor Source)


[edit] DetourWeight

event float DetourWeight (Pawn Other, float PathWeight)


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] SpecialCost

event int SpecialCost (Pawn Seeker, ReachSpec Path)


[edit] SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)


[edit] Other instance functions

[edit] MoverClosed

function MoverClosed ()


[edit] MoverOpened

function MoverOpened ()


[edit] ProceedWithMove

function bool ProceedWithMove (Pawn Other)


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