I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE2:NavigationPoint (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- AssaultPath, BlockedPath, Door, JumpDest, JumpPad, KarmaBoostDest, LiftCenter, LiftExit, PathNode, ShootSpot, SmallNavigationPoint
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT3
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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] bMakeSourceOnly
Type: bool
[edit] bNeverUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
[edit] bNoSuperSize
Type: bool
hack for Leviathans, which pretend to be smaller than they really are to use the path network - this forces them not to use a path
[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] bVehicleDestination
Type: bool
if true, forced paths to this node will have max width to accomodate vehicles
[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 other NavigationPoints which should never be connected from this NavigationPoint. Instead of the names of auto-generated markers spots such as InventorySpots, Doors, AutoLadders, AIMarkers and WarpZoneMarkers, the names of the marked Pickups/xPickUpBases, Movers, LadderVolumes, AIScripts and WarpZoneInfos can be used respectively. Note that a LadderVolume name stands for all AutoLadder actor associated with the volume, but not for any manually placed Ladder actors. Mover names stand for all Door and AutoDoor actors, both manually and automatically placed.
After building paths, red connections indicate the proscribed path ReachSpecs.
[edit] Internal variables
[edit] bAlreadyVisited
Type: bool
internal use
[edit] BaseDist
Type: float
Array size: 2
used by some team game types - distance to red base
Default value, index 0: 1000000.0
Default value, index 1: 1000000.0
[edit] BaseVisible
Type: byte
Array size: 2
used by some team game types- whether this point is visible from red base or defense points
[edit] bAutoBuilt
Type: bool
Modifiers: const
placed during execution of "PATHS BUILD"
[edit] bBlockable
Type: bool
true if path can become blocked (used by pruning during path building)
[edit] bCanReach
Type: bool
Modifiers: transient
used during paths review in editor
[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] bFlyingPreferred
Type: bool
preferred by flying creatures
[edit] bForcedOnly
Type: bool
only connect forced paths to this NavigationPoint
[edit] bForceNoStrafing
Type: bool
Modifiers: const
override any LD changes to bNeverUseStrafing
[edit] bHideEditorPaths
Type: bool
Modifiers: transient
don't show paths to this node in the editor
[edit] bMayCausePain
Type: bool
set in C++ if in PhysicsVolume that may cause pain
Default value: True
[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] bNotBased
Type: bool
Modifiers: const
used by path builder - if true, no error reported if node doesn't have a valid base
[edit] bPathsChanged
Type: bool
Modifiers: const
used for incremental path rebuilding in the editor
[edit] bReceivePlayerToucherDiedNotify
Type: bool
[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] LastDetourWeight
Type: float
Modifiers: const
[edit] MaxPathSize
Type: Object.Vector
[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 | 43.0 |
| CollisionRadius | 40.0 |
| SoundVolume | 0 |
| Texture | S_NavP |
[edit] Functions
[edit] Native functions
[edit] SetBaseDistance
[edit] Events
[edit] Accept
[edit] DetourWeight
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
