Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:EnvironmentVolume (UDK)
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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
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
final native function SetSplitNavMesh (bool bNewValue)
Should this volume register and split the NavMesh to affect AI pathing?