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UE3:NavigationPoint (UDK)

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UDK Object >> Actor >> NavigationPoint

Contents

Package: 
Engine
Direct subclasses:
CoverLink, CoverSlotMarker, DoorMarker, DynamicAnchor, Ladder, LiftCenter, LiftExit, MantleMarker, Objective, PathNode, PickupFactory, PlayerStart, PortalMarker, Pylon, Teleporter, TriggeredPath, UTDefensePoint, UTJumpPad, UTVehicleFactory
This class in other games:
RTNP, U1, U2, U2XMP, 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] Constants

[edit] INFINITE_PATH_COST

Value: 10000000


[edit] Properties

[edit] Property group 'NavigationPoint'

[edit] bBlocked

Type: bool

this node is currently unuseable

[edit] bMakeSourceOnly

Type: bool


[edit] bOneWayPath

Type: bool

reachspecs from this path only in the direction the path is facing (180 degrees)

[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] MaxPathSize

Type: Object.Cylinder

Modifiers: editconst, const

path size of the largest ReachSpec in this node's PathList

[edit] NavGuid

Type: Object.Guid

Modifiers: editconst, const, duplicatetransient

GUID used for linking paths across levels

[edit] NetworkID

Type: int

Modifiers: editconst, const

Which navigation network does this navigation point connect to?

Default value: -1

[edit] PathList

Type: array<ReachSpec>

Modifiers: editinline, const, editconst, duplicatetransient

index of reachspecs (used by C++ Navigation code)

[edit] Volumes

Type: array<Actor.ActorReference>

Modifiers: const, editconst

List of volumes containing this navigation point relevant for gameplay

[edit] Property group 'VehicleUsage'

[edit] bBlockedForVehicles

Type: bool

indicates vehicles cannot use this node

[edit] bPreferredVehiclePath

Type: bool

vehicles with bUsePreferredVehiclePaths set (large vehicles, usually) will prioritize using these nodes

[edit] Internal variables

See NavigationPoint internal variables.

[edit] Default values

Property Value
bCollideWhenPlacing True
bForceAllowKismetModification True
bNoDelete True
bStatic True
CollisionComponent CylinderComponent'CollisionCylinder'
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
Components[1] SpriteComponent'Sprite2'
Components[2] ArrowComponent'Arrow'
Components[3] CylinderComponent'CollisionCylinder'
Components[4] PathRenderingComponent'PathRenderer'

[edit] Subobjects

[edit] Arrow

Class: Engine.ArrowComponent

Property Value
ArrowColor
Member Value
A 255
B 255
G 200
R 150
ArrowSize 0.5
bTreatAsASprite True
ReplacementPrimitive None

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Property Value
CollisionHeight 50.0
CollisionRadius 50.0
ReplacementPrimitive None

[edit] PathRenderer

Class: Engine.PathRenderingComponent

Property Value
ReplacementPrimitive None

[edit] Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None
Sprite Texture2D'EditorResources.S_NavP'

[edit] Sprite2

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenEditor True
HiddenGame True
ReplacementPrimitive None
Scale 0.25
Sprite Texture2D'EditorResources.Bad'

[edit] Structs

[edit] CheckpointRecord

bool bDisabled 
bool bBlocked 

[edit] DebugNavCost

Modifiers: native

Mapping of Cost/Description for costs of this node

string Desc 
int Cost 

[edit] NavigationOctreeObject

Modifiers: native

structure for inserting things into the navigation octree

Object.Box BoundingBox 
the bounding box to use
Object.Vector BoxCenter 
cached center of that box
pointer{class FNavigationOctreeNode} OctreeNode 
if this object is in the octree, pointer to the node it's in, otherwise NULL
Object Owner 
UObject that owns the entry in the octree
byte OwnerType 
bitfield representing common classes of Owner so we can avoid casts

[edit] Functions

[edit] Static native functions

[edit] GetAllNavInRadius

static native final function bool GetAllNavInRadius (Actor ChkActor, Object.Vector ChkPoint, float Radius, out array<NavigationPointout_NavList, optional bool bSkipBlocked, optional int inNetworkID, optional Object.Cylinder MinSize)

Returns all navigation points near the ChkPoint specified by Radius.

[edit] Other static functions

[edit] GetNearestNavToActor

static final function NavigationPoint GetNearestNavToActor (Actor ChkActor, optional class<NavigationPointRequiredClass, optional array<NavigationPointExcludeList, optional float MinDist)

Returns the nearest valid navigation point to the given actor.

[edit] GetNearestNavToPoint

static final function NavigationPoint GetNearestNavToPoint (Actor ChkActor, Object.Vector ChkPoint, optional class<NavigationPointRequiredClass, optional array<NavigationPointExcludeList)

Returns the nearest valid navigation point to the given point.

[edit] Native functions

[edit] CanTeleport

native function bool CanTeleport (Actor A)

returns whether this NavigationPoint is a teleporter that can teleport the given Actor

[edit] GetBoundingCylinder

native function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) const

Overrides: Actor.GetBoundingCylinder


[edit] GetReachSpecTo

native final function ReachSpec GetReachSpecTo (NavigationPoint Nav, optional class<ReachSpecSpecClass)


[edit] IsOnDifferentNetwork

native final function bool IsOnDifferentNetwork (NavigationPoint Nav)

Returns if this navigation point is on a different network than the given

[edit] IsUsableAnchorFor

native function bool IsUsableAnchorFor (Pawn P)

returns whether this NavigationPoint is valid to be considered as an Anchor (start or end) for pathfinding by the given Pawn

Parameters:

  • P - the Pawn doing pathfinding

Returns:

whether or not we can be an anchor

[edit] Events

[edit] Accept

event bool Accept (Actor Incoming, Actor Source)


[edit] DetourWeight

event float DetourWeight (Pawn Other, float PathWeight)


[edit] GetDebugAbbrev

simulated event string GetDebugAbbrev ()

Returns:

Debug abbrev for hud printing

[edit] ShutDown

simulated event ShutDown ()

Overrides: Actor.ShutDown

ShutDown an actor.

[edit] SpecialCost

event int SpecialCost (Pawn Seeker, ReachSpec Path)


[edit] SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)


[edit] Other instance functions

[edit] ApplyCheckpointRecord

function ApplyCheckpointRecord (const out CheckpointRecord Record)


[edit] CreateCheckpointRecord

function CreateCheckpointRecord (out CheckpointRecord Record)


[edit] OnToggle

function OnToggle (SeqAct_Toggle inAction)

Toggle the blocked state of a navigation point.

[edit] ProceedWithMove

function bool ProceedWithMove (Pawn Other)


[edit] ShouldSaveForCheckpoint

function bool ShouldSaveForCheckpoint ()


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