Mostly Harmless

UE2:NavigationPoint (UE2Runtime)

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UE2Runtime Object >> Actor >> NavigationPoint
Package: 
Engine
Direct subclasses:
AlternatePath, AmbushPoint, BlockedPath, Door, JumpDest, JumpPad, LiftCenter, LiftExit, PathNode, SmallNavigationPoint
This class in other games:
RTNP, U1, UT, U2, U2XMP, UT2003, UT2004, UDK, UT3

NavigationPoint.

NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level

Properties[edit]

Property group 'NavigationPoint'[edit]

bAlwaysUseStrafing[edit]

Type: bool

shouldn't use bAdvancedTactics going to this point

bBlocked[edit]

Type: bool

this path is currently unuseable

bNeverUseStrafing[edit]

Type: bool

shouldn't use bAdvancedTactics going to this point

bOneWayPath[edit]

Type: bool

reachspecs from this path only in the direction the path is facing (180 degrees)

bPropagatesSound[edit]

Type: bool

this navigation point can be used for sound propagation (around corners)

Default value: True

ExtraCost[edit]

Type: int

Extra weight added by level designer

ForcedPaths[edit]

Type: name

Array size: 4

list of names of NavigationPoints which should always be connected from this path

ProscribedPaths[edit]

Type: name

Array size: 4

list of names of NavigationPoints which should never be connected from this path

Internal variables[edit]

bAutoBuilt[edit]

Type: bool

Modifiers: const

placed during execution of "PATHS BUILD"

bDestinationOnly[edit]

Type: bool

used by path building - means no automatically generated paths are sourced from this node

bEndPoint[edit]

Type: bool

Modifiers: transient

used by C++ navigation code

bestPathWeight[edit]

Type: int

Modifiers: const


bForceNoStrafing[edit]

Type: bool

Modifiers: const

override any LD changes to bNeverUseStrafing

bMustBeReachable[edit]

Type: bool

used for PathReview code

bNoAutoConnect[edit]

Type: bool

don't connect this path to others except with special conditions (used by LiftCenter, for example)

bNotBased[edit]

Type: bool

Modifiers: const

used by path builder - if true, no error reported if node doesn't have a valid base

bPathsChanged[edit]

Type: bool

Modifiers: const

used for incremental path rebuilding in the editor

bSourceOnly[edit]

Type: bool

used by path building - means this node is not the destination of any automatically generated path

bSpecialForced[edit]

Type: bool

paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions

bSpecialMove[edit]

Type: bool

if true, pawn will call SuggestMovePreparation() when moving toward this node

bTransientEndPoint[edit]

Type: bool

Modifiers: transient

set right before a path finding attempt, cleared afterward.

cost[edit]

Type: int

added cost to visit this pathnode

FearCost[edit]

Type: int

Modifiers: transient

extra weight diminishing over time (used for example, to mark path where bot died)

InventoryCache[edit]

Type: Pickup

used to point to dropped weapons

InventoryDist[edit]

Type: float


nextNavigationPoint[edit]

Type: NavigationPoint

Modifiers: const


nextOrdered[edit]

Type: NavigationPoint

Modifiers: const

for internal use during route searches

PathList[edit]

Type: array<ReachSpec>

Modifiers: const

index of reachspecs (used by C++ Navigation code)

previousPath[edit]

Type: NavigationPoint

Modifiers: const


prevOrdered[edit]

Type: NavigationPoint

Modifiers: const

for internal use during route searches

taken[edit]

Type: bool

set when a creature is occupying this spot

TransientCost[edit]

Type: int

Modifiers: transient

added right before a path finding attempt, cleared afterward.

visitedWeight[edit]

Type: int


Default values[edit]

Property Value
bCollideWhenPlacing True
bHidden True
bNoDelete True
bStatic True
CollisionHeight 100.0
CollisionRadius 80.0
SoundVolume 0
Texture Texture'Engine.S_NavP'

Functions[edit]

Events[edit]

Accept[edit]

event bool Accept (Actor Incoming, Actor Source)


DetourWeight[edit]

event float DetourWeight (Pawn Other, float PathWeight)


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SpecialCost[edit]

event int SpecialCost (Pawn Seeker, ReachSpec Path)


SuggestMovePreparation[edit]

event bool SuggestMovePreparation (Pawn Other)


Other instance functions[edit]

MoverClosed[edit]

function MoverClosed ()


MoverOpened[edit]

function MoverOpened ()


ProceedWithMove[edit]

function bool ProceedWithMove (Pawn Other)