Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:NavigationPoint (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- CoverLink, CoverSlotMarker, DoorMarker, DynamicAnchor, Ladder, LiftCenter, LiftExit, Objective, PathNode, PickupFactory, PlayerStart, PortalMarker, Teleporter, UTDefensePoint, UTJumpPad, UTOnslaughtNodeTeleporter, UTTranslocatorDest, UTVehicleFactory
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004
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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
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[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
Modifiers: editinline, const, editconst, duplicatetransient
index of reachspecs (used by C++ Navigation code)
[edit] VolumeList
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 |
| bNoDelete | True |
| bStatic | True |
| CollisionComponent | CylinderComponent'CollisionCylinder' |
| 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 |
|
||||||||||
| ArrowSize | 0.5 |
[edit] CollisionCylinder
Class: Engine.CylinderComponent
| Property | Value |
|---|---|
| CollisionHeight | 50.0 |
| CollisionRadius | 50.0 |
[edit] PathRenderer
Class: Engine.PathRenderingComponent
No new values.
[edit] Sprite
Class: Engine.SpriteComponent
| Property | Value |
|---|---|
| AlwaysLoadOnClient | False |
| AlwaysLoadOnServer | False |
| HiddenGame | True |
| Sprite | Texture2D'EngineResources.S_NavP' |
[edit] Sprite2
Class: Engine.SpriteComponent
| Property | Value |
|---|---|
| AlwaysLoadOnClient | False |
| AlwaysLoadOnServer | False |
| HiddenEditor | True |
| HiddenGame | True |
| Scale | 0.25 |
| Sprite | Texture2D'EditorResources.Bad' |
[edit] Structs
[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
Returns all navigation points near the ChkPoint specified by Radius.
[edit] Other static functions
[edit] GetNearestNavToActor
Returns the nearest valid navigation point to the given actor.
[edit] GetNearestNavToPoint
Returns the nearest valid navigation point to the given point.
[edit] Native functions
[edit] CanTeleport
returns whether this NavigationPoint is a teleporter that can teleport the given Actor
[edit] GetBoundingCylinder
Overrides: Actor.GetBoundingCylinder
[edit] GetReachSpecTo
[edit] Events
[edit] Accept
[edit] DetourWeight
[edit] SpecialCost
[edit] SuggestMovePreparation
[edit] Other instance functions
[edit] IsAvailableTo
Returns true if this point is available for chkActor to move to, allowing nodes to control availability.
[edit] OnMatchingNetworks
[edit] OnToggle
Toggle the blocked state of a navigation point.
