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UE3:NavMeshGoal_ClosestActorInList (UDK)

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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

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[edit]

CachedAnchorPoly[edit]

Type: pointer{FNavMeshPolyBase}

Modifiers: native

Cached ref to the anchor poly we're trying to path back to

GoalList[edit]

Type: array<BiasedGoalActor>


PolyToGoalActorMap[edit]

Type: Object.MultiMap_Mirror{TMultiMap<FNavMeshPolyBase*,AActor*>}

Modifiers: const, private, native, transient

cached map of which polys match to which actors

Default values[edit]

Property Value
MaxPathVisits 3000

Structs[edit]

BiasedGoalActor[edit]

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[edit]

Static functions[edit]

ClosestActorInList[edit]

static function NavMeshGoal_ClosestActorInList ClosestActorInList (NavigationHandle NavHandle, const out array<BiasedGoalActorInGoalList)


Native functions[edit]

RecycleInternal[edit]

native function RecycleInternal ()


Events[edit]

Recycle[edit]

event Recycle ()

Overrides: NavMeshPathGoalEvaluator.Recycle