UE2:NavigationPoint (UT2004)
- Package:
- Engine
- Direct subclasses:
- AssaultPath, BlockedPath, Door, JumpDest, JumpPad, KarmaBoostDest, LiftCenter, LiftExit, PathNode, ShootSpot, SmallNavigationPoint
- This class in other games:
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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
bAlwaysUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
bBlocked
Type: bool
this path is currently unuseable
bMakeSourceOnly
Type: bool
bNeverUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
bNoSuperSize
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
Type: bool
reachspecs from this path only in the direction the path is facing (180 degrees)
bPropagatesSound
Type: bool
this navigation point can be used for sound propagation (around corners)
Default value: True
bVehicleDestination
Type: bool
if true, forced paths to this node will have max width to accomodate vehicles
ExtraCost
Type: int
Extra weight added by level designer
ForcedPaths
Type: name
Array size: 4
list of names of NavigationPoints which should always be connected from this path
ProscribedPaths
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
bAlreadyVisited
Type: bool
internal use
BaseDist
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
Type: byte
Array size: 2
used by some team game types- whether this point is visible from red base or defense points
bAutoBuilt
Type: bool
Modifiers: const
placed during execution of "PATHS BUILD"
bBlockable
Type: bool
true if path can become blocked (used by pruning during path building)
bCanReach
Type: bool
Modifiers: transient
used during paths review in editor
bDestinationOnly
Type: bool
used by path building - means no automatically generated paths are sourced from this node
bEndPoint
Type: bool
Modifiers: transient
used by C++ navigation code
bestPathWeight
Type: int
Modifiers: const
bFlyingPreferred
Type: bool
preferred by flying creatures
bForcedOnly
Type: bool
only connect forced paths to this NavigationPoint
bForceNoStrafing
Type: bool
Modifiers: const
override any LD changes to bNeverUseStrafing
bHideEditorPaths
Type: bool
Modifiers: transient
don't show paths to this node in the editor
bMayCausePain
Type: bool
set in C++ if in PhysicsVolume that may cause pain
Default value: True
bMustBeReachable
Type: bool
used for PathReview code
bNoAutoConnect
Type: bool
don't connect this path to others except with special conditions (used by LiftCenter, for example)
bNotBased
Type: bool
Modifiers: const
used by path builder - if true, no error reported if node doesn't have a valid base
bPathsChanged
Type: bool
Modifiers: const
used for incremental path rebuilding in the editor
bReceivePlayerToucherDiedNotify
Type: bool
bSourceOnly
Type: bool
used by path building - means this node is not the destination of any automatically generated path
bSpecialForced
Type: bool
paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions
bSpecialMove
Type: bool
if true, pawn will call SuggestMovePreparation() when moving toward this node
bTransientEndPoint
Type: bool
Modifiers: transient
set right before a path finding attempt, cleared afterward.
cost
Type: int
added cost to visit this pathnode
FearCost
Type: int
Modifiers: transient
extra weight diminishing over time (used for example, to mark path where bot died)
InventoryCache
Type: Pickup
used to point to dropped weapons
InventoryDist
Type: float
LastDetourWeight
Type: float
Modifiers: const
MaxPathSize
Type: Object.Vector
Type: NavigationPoint
Modifiers: const
nextOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
PathList
Modifiers: const
index of reachspecs (used by C++ Navigation code)
previousPath
Type: NavigationPoint
Modifiers: const
prevOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
taken
Type: bool
set when a creature is occupying this spot
TransientCost
Type: int
Modifiers: transient
added right before a path finding attempt, cleared afterward.
visitedWeight
Type: int
Default values
Property | Value |
---|---|
bCollideWhenPlacing | True |
bHidden | True |
bNoDelete | True |
bStatic | True |
CollisionHeight | 43.0 |
CollisionRadius | 40.0 |
SoundVolume | 0 |
Texture | S_NavP |
Functions
Native functions
SetBaseDistance
Events
Accept
DetourWeight
PostBeginPlay
Overrides: Actor.PostBeginPlay
SpecialCost
SuggestMovePreparation
Other instance functions
MoverClosed
MoverOpened
PlayerToucherDied
ProceedWithMove
SetBaseVisibility