Cogito, ergo sum
UE3:ReachSpec (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> ReachSpec |
- Package:
- Engine
- Direct subclasses:
- AdvancedReachSpec, CeilingReachSpec, ForcedReachSpec, LadderReachSpec, ProscribedReachSpec, TeleportReachSpec
- This class in other games:
- U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004
| 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. |
ReachSpec.
A Reachspec describes the reachability requirements between two NavigationPoints
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Constants
[edit] BLOCKEDPATHCOST
Value: 10000000
any path cost >= this value indicates the path is blocked to the pawn
[edit] Properties
[edit] Property group 'ReachSpec'
[edit] CollisionHeight
Type: int
Modifiers: const, editconst
[edit] CollisionRadius
Type: int
Modifiers: const, editconst
[edit] End
Type: Actor.NavReference
Modifiers: const, editconst
[edit] Start
Type: NavigationPoint
Modifiers: const, editconst
navigationpoint at start of this path
[edit] Internal variables
[edit] bAddToNavigationOctree
Type: bool
Modifiers: const, editconst
whether or not this ReachSpec should be added to the navigation octree
Default value: True
[edit] bCanCutCorners
Type: bool
If true, pawns moving along this path can cut corners transitioning between this reachspec and adjacent reachspecs
Default value: True
[edit] bCheckForObstructions
Type: bool
whether AI should check for dynamic obstructions (Actors with bBlocksNavigation=true) when traversing this ReachSpec
Default value: True
[edit] BlockedBy
Type: Actor
Actor that is blocking this ReachSpec, making it temporarily unusable
[edit] bPruned
Type: byte
[edit] bSkipPrune
Type: bool
Modifiers: const
Prune paths should skip trying to prune along these
[edit] Direction
Type: Object.Vector
only valid when both start/end are static
[edit] Distance
Type: int
[edit] ForcedPathSizeName
Type: name
Name of path size to use for forced reach spec
Default value: 'Common'
[edit] MaxLandingVelocity
Type: int
[edit] NavOctreeObject
Type: pointer{struct FNavigationOctreeObject}
Modifiers: native, transient, const, editconst
pointer to object in navigation octree
[edit] PathColorIndex
Type: byte
used to look up pathcolor, set when reachspec is created
[edit] PruneSpecList
Type: array<class<ReachSpec> >
Modifiers: const
Can always prune against these types of specs (even though class doesn't match)
[edit] reachFlags
Type: int
see EReachSpecFlags definition in UnPath.h
[edit] Functions
[edit] Native functions
[edit] CostFor
CostFor() Returns the "cost" in unreal units for Pawn P to travel from the start to the end of this reachspec
