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Difference between revisions of "UE3:NavMeshGoal ClosestActorInList (UDK)"
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− | + | Given a list of actors we're interested in, will find the closest one to us (closest path distance) | |
accomplished by seeding the working set with start nodes for all the actors | accomplished by seeding the working set with start nodes for all the actors | ||
+ | |||
+ | Usage: | ||
+ | needs to go last in the GoalList as this does DetermineFinalGoal | ||
+ | need to pass in a out_DestActor to the call to FindPath() as that will have the specific actor | ||
+ | (the returned GoalPoint is is the center of the poly (which could have N goals on it) | ||
==Properties== | ==Properties== | ||
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'''[[Structs#Modifiers|Modifiers]]:''' native | '''[[Structs#Modifiers|Modifiers]]:''' native | ||
− | + | list of goals to search for | |
; {{cl|Actor}} Goal : the goal to search for | ; {{cl|Actor}} Goal : the goal to search for | ||
; [[int]] ExtraCost : an additional cost (in units) to add to the pathfinding distance to bias against this choice | ; [[int]] ExtraCost : an additional cost (in units) to add to the pathfinding distance to bias against this choice |
Revision as of 05:24, 17 January 2010
Object >> NavMeshPathGoalEvaluator >> NavMeshGoal_ClosestActorInList |
- Package:
- Engine
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. |
Given a list of actors we're interested in, will find the closest one to us (closest path distance)
accomplished by seeding the working set with start nodes for all the actors
Usage:
needs to go last in the GoalList as this does DetermineFinalGoal need to pass in a out_DestActor to the call to FindPath() as that will have the specific actor (the returned GoalPoint is is the center of the poly (which could have N goals on it)
Properties
CachedAnchorPoly
Type: pointer{FNavMeshPolyBase}
Modifiers: native
Cached ref to the anchor poly we're trying to path back to
GoalList
Type: array<BiasedGoalActor>
PolyToGoalActorMap
Type: Object.MultiMap_Mirror{TMultiMap<FNavMeshPolyBase*,AActor*>}
Modifiers: const, private, native, transient
cached map of which polys match to which actors
Default values
Property | Value |
---|---|
MaxPathVisits | 3000 |
Structs
BiasedGoalActor
Modifiers: native
list of goals to search for
- Actor Goal
- the goal to search for
- int ExtraCost
- an additional cost (in units) to add to the pathfinding distance to bias against this choice
(e.g. if one choice is enough better than the others that it should be prioritized if it's only a little bit further away)
Functions
Static functions
ClosestActorInList
static function NavMeshGoal_ClosestActorInList ClosestActorInList (NavigationHandle NavHandle, const out array<BiasedGoalActor> InGoalList)
Native functions
RecycleInternal
native function RecycleInternal ()
Events
Recycle
event Recycle ()
Overrides: NavMeshPathGoalEvaluator.Recycle