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UE3:DynamicPylon (UDK)
Object >> Actor >> NavigationPoint >> Pylon >> DynamicPylon |
Contents
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DynamicPylon
Represents a navigation mesh which is based on a moveable actor
Properties[edit]
bMoving[edit]
Type: bool
Default values[edit]
Property | Value |
---|---|
bStatic | False |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: Pylon.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: Pylon.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
DrawPylonRadius0[edit]
Class: Engine.DrawPylonRadiusComponent
Inherits from: Pylon.DrawPylonRadius0
Property | Value |
---|---|
ReplacementPrimitive | None |
[edit]
Class: Engine.NavMeshRenderingComponent
Inherits from: Pylon.NavMeshRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: Pylon.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Pylon.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.DynamicPylon' |
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: Pylon.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Native functions[edit]
FlushDynamicEdges[edit]
will remove all dynamic edges associated with this pylon
RebuildDynamicEdges[edit]
will wipe all dynamic edges for this pylon, and rebuild them from the currently position (use this sparingly, it's not cheap)
good time to call this is after the pylon is finished moving, or comes to rest
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay