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UE2:NavigationPoint (UT2004)

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

bMakeSourceOnly[edit]

Type: bool


bNeverUseStrafing[edit]

Type: bool

shouldn't use bAdvancedTactics going to this point

bNoSuperSize[edit]

Type: bool

hack for Leviathans, which pretend to be smaller than they really are to use the path network - this forces them not to use a path

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

bVehicleDestination[edit]

Type: bool

if true, forced paths to this node will have max width to accomodate vehicles

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 other NavigationPoints which should never be connected from this NavigationPoint. Instead of the names of auto-generated markers spots such as InventorySpots, Doors, AutoLadders, AIMarkers and WarpZoneMarkers, the names of the marked Pickups/xPickUpBases, Movers, LadderVolumes, AIScripts and WarpZoneInfos can be used respectively. Note that a LadderVolume name stands for all AutoLadder actor associated with the volume, but not for any manually placed Ladder actors. Mover names stand for all Door and AutoDoor actors, both manually and automatically placed.

After building paths, red connections indicate the proscribed path ReachSpecs.

Internal variables[edit]

bAlreadyVisited[edit]

Type: bool

internal use

BaseDist[edit]

Type: float

Array size: 2

used by some team game types - distance to red base

Default value, index 0: 1000000.0

Default value, index 1: 1000000.0

BaseVisible[edit]

Type: byte

Array size: 2

used by some team game types- whether this point is visible from red base or defense points

bAutoBuilt[edit]

Type: bool

Modifiers: const

placed during execution of "PATHS BUILD"

bBlockable[edit]

Type: bool

true if path can become blocked (used by pruning during path building)

bCanReach[edit]

Type: bool

Modifiers: transient

used during paths review in editor

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


bFlyingPreferred[edit]

Type: bool

preferred by flying creatures

bForcedOnly[edit]

Type: bool

only connect forced paths to this NavigationPoint

bForceNoStrafing[edit]

Type: bool

Modifiers: const

override any LD changes to bNeverUseStrafing

bHideEditorPaths[edit]

Type: bool

Modifiers: transient

don't show paths to this node in the editor

bMayCausePain[edit]

Type: bool

set in C++ if in PhysicsVolume that may cause pain

Default value: True

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

bReceivePlayerToucherDiedNotify[edit]

Type: bool


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


LastDetourWeight[edit]

Type: float

Modifiers: const


MaxPathSize[edit]

Type: Object.Vector


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 43.0
CollisionRadius 40.0
SoundVolume 0
Texture S_NavP

Functions[edit]

Native functions[edit]

SetBaseDistance[edit]

native final function SetBaseDistance (int BaseNum)


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 ()


PlayerToucherDied[edit]

function PlayerToucherDied (Pawn P)


ProceedWithMove[edit]

function bool ProceedWithMove (Pawn Other)


SetBaseVisibility[edit]

function SetBaseVisibility (int BaseNum)