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UE2:NavigationPoint (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- AlternatePath, AmbushPoint, ArtifactSpawnPoint, BlockedPath, CableNode, Door, FlyNode, InventorySpot, Ladder, LevelLoadingView, LiftCenter, LiftExit, PathNode, PlayerStart, ReplicatorSpawnPoint, ShadowNode, SpawnPoint, Teleporter, U2FlagBase, WarpZoneMarker
- This class in other games:
- RTNP, U1, U2, 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] bAllowFlyPaths
Type: bool
if false, won't get any flying paths out of this navigation point
Default value: True
[edit] bAllowJumpPaths
Type: bool
if false, won't get any jumping paths out of this navigation point
Default value: True
[edit] bAllowSwimPaths
Type: bool
if false, won't get any swimming paths out of this navigation point
Default value: True
[edit] bBlocked
Type: bool
this path is currently unuseable
[edit] bDisabled
Type: bool
used to temporarily enable/disable selected/all navigation points while tweaking paths in specific areas
[edit] bFindBase
Type: bool
if false, path building code doesn't find/check base for navigation point
Default value: True
[edit] bNeverUseStrafing
Type: bool
shouldn't use advanced tactics going to this point
[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] ConnectFlags
Type: EConnectFlags
(CFL_SOURCEDEST) -- can be set in editor to restrict use of navigation point in building paths (e.g. for testing)
[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] PathList
Modifiers: const, editconst
index of reachspecs (used by C++ Navigation code)
[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] bAutoPlaced
Type: bool
Modifiers: const
placed as marker for another object during a paths define
[edit] bEndPoint
Type: bool
Modifiers: transient
used by C++ navigation code
[edit] bestPathWeight
Type: int
Modifiers: const
[edit] bForceNoStrafing
Type: bool
Modifiers: const
NEW (mdf) serpentine support -- override any LD changes to bNeverUseStrafing
[edit] bPathsChanged
Type: bool
Modifiers: const
used for incremental path rebuilding in the editor
[edit] bSpecialCost
Type: bool
if true, navigation code will call SpecialCost function for this navigation point
[edit] bSpecialMove
Type: bool
[edit] cost
Type: int
added cost to visit this pathnode
[edit] nextNavigationPoint
Type: NavigationPoint
Modifiers: const
[edit] nextOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
[edit] OldEditorLocation
Type: Object.Vector
NEW (mdf) dirty paths fix
[edit] PathInCount
Type: int
Modifiers: const
NEW (mdf) number of paths into navigation point
[edit] PathOutCount
Type: int
Modifiers: const
NEW (mdf) number of paths out of navigation point
[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] visitedWeight
Type: int
[edit] Default values
| Property | Value |
|---|---|
| bCollideWhenPlacing | True |
| bHidden | True |
| bNoDelete | True |
| bStatic | True |
| CollisionHeight | 50.0 |
| CollisionRadius | 50.0 |
| SoundVolume | 0 |
| Texture | Texture'Engine.S_NavP' |
[edit] Enums
[edit] EConnectFlags
- CFL_SourceDest
- (default) navigation point can be a source or destination node in paths
- CFL_Source
- navigation point can be a source node in paths (e.g. LiftCenter)
- CFL_Dest
- navigation point can be a destination node in paths
- CFL_None
- navigation point not used when building paths
