Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
From the comments in the class source: "Specifies positions that can be reached with greater than normal jump. Forced paths will check for greater than normal jump capability. Note that these have NO relation to JumpPads."
- bool bForceDoubleJump
- Tells bots to try to double-jump to reach this node, apparently when following a forced path. See JumpSpot for how to use. This property was added after the initial release of UT2003 AFAWK: it doesn't appear in some sources.
- bool bOptionalJumpDest
- float CalculatedGravityZ
- vector NeededJump
- int NumUpstreamPaths
- ReachSpec UpstreamPaths
- DoJump( Pawn Other )
- int GetPathIndex( ReachSpec Path )
- int SpecialCost( Pawn Other , ReachSpec Path )
- bool SuggestMovePreparation( Pawn Other )