I love the smell of UnrealEd crashing in the morning. – tarquin
Legacy:Land Of The Dead/NavigationPoint
From Unreal Wiki, The Unreal Engine Documentation Site
Land of the Dead :: Land of the Dead/Object >> Land of the Dead/Actor >> Land of the Dead/NavigationPoint
Properties
- bool bAutoBuilt
- bool bDestinationOnly
- bool bEndPoint
- int bestPathWeight
- bool bForceNoStrafing
- bool bMustBeReachable
- bool bNoAutoConnect
- bool bNotBased
- bool bPathsChanged
- bool bSourceOnly
- bool bSpecialForced
- bool bSpecialMove
- bool bTransientEndPoint
- int cost
- int FearCost
- Pickup InventoryCache
- float InventoryDist
- NavigationPoint nextNavigationPoint
- NavigationPoint nextOrdered
- array<ReachSpec> PathList
- NavigationPoint previousPath
- NavigationPoint prevOrdered
- bool taken
- int TransientCost
- int visitedWeight
- bool bAlwaysUseStrafing
- bool bBlocked
- bool bNeverUseStrafing
- bool bOneWayPath
- bool bPropagatesSound
- int ExtraCost
- name ForcedPaths[4]
- array<NavigationPoint> IgnoredList
- The IgnoredList is a dynamic array of NavigationPoints that will be ignored when building. This is an extension apparently added to this particular build of the engine. it is unlike ProscribedPath, in that when doing a "Rebuild Paths" from the editor, no lines will be made from this point to the other points listed in this array, and that there is a theoretically infinite number of Nav Points that you can ignore.
- name ProscribedPaths[4]
Functions
- MoverClosed( )
- MoverOpened( )
- PostBeginPlay( )
- bool ProceedWithMove(Pawn Other )
Events
- bool Accept(actor Incoming, actor Source )
- float DetourWeight(Pawn Other,float PathWeight )
- int SpecialCost(Pawn Seeker, ReachSpec Path )
- bool SuggestMovePreparation(Pawn Other )