Cogito, ergo sum
UE3:NavMeshGoal_ClosestActorInList (UDK)
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Revision as of 11:47, 6 November 2009 by (Talk)
Object >> NavMeshPathGoalEvaluator >> NavMeshGoal_ClosestActorInList |
- Package:
- Engine
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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
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<BiasedGoalActor> InGoalList)
Native functions
RecycleInternal
native function RecycleInternal ()
Events
Recycle
event Recycle ()
Overrides: NavMeshPathGoalEvaluator.Recycle