Cogito, ergo sum

UE3:NavMeshGoal_ClosestActorInList (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> NavMeshPathGoalEvaluator >> NavMeshGoal_ClosestActorInList
Package: 
Engine

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

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

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<BiasedGoalActorInGoalList)


Native functions

RecycleInternal

native function RecycleInternal ()


Events

Recycle

event Recycle ()

Overrides: NavMeshPathGoalEvaluator.Recycle