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- {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> NavigationPoint (Package: Engine)}} ''See also [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] for the Unreal Tournament class.''10 KB (1,300 words) - 06:39, 27 July 2007
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> NavigationPoint (Package: Engine)}} ...ckup (UT)|Pickup (UT)]] and [[Legacy:PlayerStart|PlayerStart]] has its own NavigationPoint. The most common NavigationPoints are the [[Legacy:PathNode|PathNode]]s whi6 KB (746 words) - 14:40, 11 April 2015
- ...gacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:JumpDest|JumpDest]] >> [[Legacy:JumpSpot|JumpSpot]] >> [[Lega2 KB (276 words) - 14:52, 2 September 2005
- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:JumpDest|JumpDest]] >> [[Legacy:JumpSpot|JumpSpot]] > [[Legac {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:JumpDest|JumpDest]] >> [[Legacy:JumpSpot|JumpSpot]] > [[Legac7 KB (977 words) - 00:32, 27 June 2007
- local NavigationPoint N; function NavigationPoint FindPlayerStart( Controller Player, optional byte InTeam, optional string i37 KB (3,624 words) - 05:21, 22 November 2007
- | parent4 = NavigationPoint | parent3 = NavigationPoint35 KB (4,798 words) - 08:00, 23 October 2011
- ...|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] >> PathNode (Package: Engine)}} ...gacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> PathNode (Package: Engine)}}2 KB (222 words) - 08:01, 27 July 2007
- ...ire his translocator. LiftExit can be found under [[Legacy:NavigationPoint|NavigationPoint]] in the [[Legacy:Actor Browser|Actor Browser]]. ...can be found under [[Legacy:LiftCenter|LiftCenter]], which itself is under NavigationPoint.8 KB (1,418 words) - 15:13, 6 April 2006
- ...no longer necessary. The jumppad itself is also a [[Legacy:NavigationPoint|NavigationPoint]] and will automagically be linked into the pathnetwork upon a rebuild. ...ammo, etc., which'll function as it's destination. This is done using the NavigationPoint -> ForcedPaths[0] property. Simply set this to the name of the destination7 KB (1,117 words) - 14:25, 16 November 2005
- ...|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] >> PatrolPoint (Package: Engine)}}2 KB (289 words) - 12:45, 19 August 2014
- ...gacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> PlayerStart (Package: Engine)}} ...f the ''path network'' of any Unreal map. Being a [[Legacy:NavigationPoint|NavigationPoint]], each PlayerStart also appears in the ''navigation point list'' in the ga5 KB (723 words) - 10:44, 29 October 2007
- ...ill display red and blue connecting lines between [[Legacy:NavigationPoint|NavigationPoint]]s that the Bots travel along in the Navigation system. If the lift paths a There are two special NavigationPoint classes used to help bots understand how to use lifts, LiftCenters and Lift8 KB (1,319 words) - 15:34, 13 December 2007
- ; [[Legacy:NavigationPoint|NavigationPoint]] Anchor : Current nearest path object. ; [[Legacy:NavigationPoint|NavigationPoint]] LastAnchor (const) : Old nearest path object19 KB (2,341 words) - 22:41, 22 May 2015
- ; [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] FindRandomDest (optional bool bClearPaths) : This function returns a8 KB (1,226 words) - 11:00, 9 January 2006
- ...avigation paths are built, each pickup has an InventorySpot (a subclass of NavigationPoint) placed on it and associated with it (the Pickup's MyMarker == the Inventor ; [[Legacy:NavigationPoint|NavigationPoint]] PickupCache : Used for dropped weapons and their location in the level.13 KB (1,765 words) - 17:43, 26 January 2006
- : [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> PlayerStart.4 KB (656 words) - 17:05, 5 November 2007
- ; ReachablePathnodes( class<NavigationPoint> BaseClass , out NavigationPoint NavPoint , Actor FromPoint , out float distance , optional bool bUsePrunedP5 KB (746 words) - 22:02, 9 February 2004
- ...w window, [[Legacy:Add An Actor|Add an Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:PathNode|PathNode]] >> [[Legacy:FlyingPathNode|FlyingPathNode5 KB (955 words) - 14:26, 16 November 2005
- ...set the VehiclePathName to the name (under the object tab) of the nearest NavigationPoint that vehicles can reach. ...for vehicles, you'll need to check bVehicleDestination in the destination NavigationPoint properties, and then add a forced path in the normal manner.12 KB (2,146 words) - 19:46, 11 April 2012
- 'MeshEffect', 'NavigationPoint', 'GameObjective', 'DestroyableObjective',14 KB (1,391 words) - 01:31, 24 May 2007