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UE3:NavigationPoint internal variables (UDK)

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UDK Object >> Actor >> NavigationPoint (internal variables)

Contents

NavigationPoint internal variables in other games:
UT3

[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


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