Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "UE3:EnvironmentVolume (UDK)"

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{{code|final native function '''SetSplitNavMesh''' ([[bool]] '''bNewValue''')}}
 
{{code|final native function '''SetSplitNavMesh''' ([[bool]] '''bNewValue''')}}
  
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Should this volume register and split the NavMesh to affect AI pathing?

Revision as of 05:24, 17 January 2010

UDK Object >> Actor >> Brush >> Volume >> EnvironmentVolume
Package: 
Engine
Implemented interfaces
Interface_NavMeshPathObject, Interface_NavMeshPathObstacle

Used to define certain gameplay areas, and has optional support for interacting with the NavMesh (To block some types of enemies from pathing through it).

Properties

bSplitNavMesh

Type: bool

Modifiers: const, transient

Keep track is NavMesh is split by this volume to affect AI pathing.

Change this through SetSplitNavMesh()

Default values

Property Value
CollisionType COLLIDE_CustomDefault

Subobjects

BrushComponent0

Class: Engine.BrushComponent

Inherits from: Volume.BrushComponent0

Property Value
ReplacementPrimitive None

Native functions

SetSplitNavMesh

final native function SetSplitNavMesh (bool bNewValue)

Should this volume register and split the NavMesh to affect AI pathing?