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UE2:NavigationPoint (U2XMP)

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U2XMP Object >> Actor >> NavigationPoint

Contents

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

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

Type: array<ReachSpec>

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

[edit] Functions

[edit] Events

[edit] SpecialCost

event int SpecialCost (Pawn Seeker)


[edit] SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)


[edit] Other instance functions

[edit] Accept

function bool Accept (Actor Incoming, Actor Source)


[edit] MoverClosed

function MoverClosed ()


[edit] MoverOpened

function MoverOpened ()


[edit] ProceedWithMove

function bool ProceedWithMove (Pawn Other)


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