Mostly Harmless
UE3:NavigationPoint internal variables (UDK)
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| Object >> Actor >> NavigationPoint (internal variables) |
- NavigationPoint internal variables in other games:
- UT3
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[edit] Internal variables
[edit] AnchoredPawn
Type: Pawn
Modifiers: transient
Pawn that is currently anchor to this navigation point
[edit] BadSprite
Type: SpriteComponent
Modifiers: const, transient
Used to draw bad collision intersection in editor
[edit] bAlreadyVisited
Type: bool
Modifiers: transient
internal use
[edit] bAlwaysUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
[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] bBuildLongPaths
Type: bool
if true, attempt to build long range (> MAXPATHDIST) paths to/from this node
Default value: True
[edit] bCanReach
Type: bool
Modifiers: transient
used during paths review in editor
[edit] bCanWalkOnToReach
Type: bool
whether walking on (being based on) this NavigationPoint counts as reaching it
[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] bForceNoStrafing
Type: bool
Modifiers: const
override any LD changes to bNeverUseStrafing
[edit] bHasCrossLevelPaths
Type: bool
Modifiers: const
Does this nav point point to others in separate levels?
[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] bMustTouchToReach
Type: bool
if true. reach tests are based on whether pawn can move to overlap this NavigationPoint (only valid if bCollideActors=true)
Default value: True
[edit] bNeverUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
[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] bShouldSaveForCheckpoint
Type: bool
Modifiers: transient
whether we need to save this in checkpoints because it has been modified by Kismet
[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] CostArray
Type: array<DebugNavCost>
Modifiers: transient
[edit] CylinderComponent
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
[edit] EditorForcedPaths
Type: array<Actor.ActorReference>
Modifiers: editoronly, duplicatetransient
List of navigation points to force paths to be built to
[edit] EditorProscribedPaths
Type: array<Actor.ActorReference>
Modifiers: editoronly, duplicatetransient
List of navigation points to prevent paths being built to
[edit] FearCost
Type: int
Modifiers: transient
extra weight diminishing over time (used for example, to mark path where bot died)
[edit] GoodSprite
Type: SpriteComponent
Modifiers: const, transient
Normal editor sprite
[edit] InventoryCache
Type: DroppedPickup
used to point to dropped weapons
[edit] InventoryDist
Type: float
[edit] LastAnchoredPawnTime
Type: float
Modifiers: transient
Last time a pawn was anchored to this navigation point - set when Pawn chooses a new anchor
[edit] LastDetourWeight
Type: float
Modifiers: const
[edit] NavOctreeObject
Type: NavigationOctreeObject
Modifiers: native, transient, const
[edit] nextNavigationPoint
Type: NavigationPoint
Modifiers: const, private
[edit] nextOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
[edit] previousPath
Type: NavigationPoint
Modifiers: const
[edit] prevOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
[edit] TransientCost
Type: int
Modifiers: transient
added right before a path finding attempt, cleared afterward.
[edit] visitedWeight
Type: int
