I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:DynamicAnchor (UDK)
Object >> Actor >> NavigationPoint >> DynamicAnchor |
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
a dynamic anchor is a NavigationPoint temporarily added to the navigation network during gameplay, when the AI is trying to get on the network but there is no directly reachable NavigationPoint available. It tries to find something else that is reachable (for example, part of a ReachSpec) and places one of these there and connects it to the network. Doing it this way allows us to handle these situations without any special high-level code; as far as script is concerned, the AI is moving along a perfectly normal NavigationPoint connected to the network just like any other. DynamicAnchors handle destroying themselves and cleaning up any connections when they are no longer in use.
Properties[edit]
CurrentUser[edit]
Type: Controller
current controller that's using us to navigate
Default values[edit]
Property | Value |
---|---|
bCollideWhenPlacing | False |
bNoDelete | False |
bStatic | False |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |