Gah - a solution with more questions. – EntropicLqd
UE2:NavigationPoint (UE2Runtime)
Contents
- 1 Properties
- 1.1 Property group 'NavigationPoint'
- 1.2 Internal variables
- 1.2.1 bAutoBuilt
- 1.2.2 bDestinationOnly
- 1.2.3 bEndPoint
- 1.2.4 bestPathWeight
- 1.2.5 bForceNoStrafing
- 1.2.6 bMustBeReachable
- 1.2.7 bNoAutoConnect
- 1.2.8 bNotBased
- 1.2.9 bPathsChanged
- 1.2.10 bSourceOnly
- 1.2.11 bSpecialForced
- 1.2.12 bSpecialMove
- 1.2.13 bTransientEndPoint
- 1.2.14 cost
- 1.2.15 FearCost
- 1.2.16 InventoryCache
- 1.2.17 InventoryDist
- 1.2.18 nextNavigationPoint
- 1.2.19 nextOrdered
- 1.2.20 PathList
- 1.2.21 previousPath
- 1.2.22 prevOrdered
- 1.2.23 taken
- 1.2.24 TransientCost
- 1.2.25 visitedWeight
- 1.3 Default values
- 2 Functions
- 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, UT3, UDK
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NavigationPoint.
NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level
Properties[edit]
[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
[edit]
Type: NavigationPoint
Modifiers: const
nextOrdered[edit]
Type: NavigationPoint
Modifiers: const
for internal use during route searches
PathList[edit]
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]
DetourWeight[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay