Mostly Harmless
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
bMoving
Type: bool
Default values
Property | Value |
---|---|
bStatic | False |
Subobjects
Arrow
Class: Engine.ArrowComponent
Inherits from: Pylon.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Pylon.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
DrawPylonRadius0
Class: Engine.DrawPylonRadiusComponent
Inherits from: Pylon.DrawPylonRadius0
Property | Value |
---|---|
ReplacementPrimitive | None |
Class: Engine.NavMeshRenderingComponent
Inherits from: Pylon.NavMeshRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: Pylon.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: Pylon.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.DynamicPylon' |
Sprite2
Class: Engine.SpriteComponent
Inherits from: Pylon.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions
Native functions
FlushDynamicEdges
will remove all dynamic edges associated with this pylon
RebuildDynamicEdges
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
PostBeginPlay
Overrides: Actor.PostBeginPlay