Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:NavMeshPathGoalEvaluator (UDK)
Object >> NavMeshPathGoalEvaluator |
- Package:
- Engine
- Direct subclasses:
- NavMeshGoal_At, NavMeshGoal_ClosestActorInList, NavMeshGoal_Null, NavMeshGoal_PolyEncompassesAI, NavMeshGoal_OutOfViewFrom
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This can have state. This is the primary difference between GoalEvaluators and PathContraints.
Additionally, once the Goal's EvaluateGoal returns TRUE that path search will end.
A goal is a great place to have EvaluateGoal aggregate all of the possible "goals" that have passed the constraints. At some point (time based, search space based) EvaluateGoal will return TRUE and then DetermineFinalGoal will be called which one can then do final evaluation of the valid (from the path constraints) goals.
Properties[edit]
bAlwaysCallEvaluateGoal[edit]
Type: bool
this bool determines if this evaluator's 'EvaluageGoal' function gets called even after a determination has been made
about the current goal. E.G. a previous evaluator returned FALSE indicating the search was not complete, but we still want EvaluateGoal called even when the outcome has already been decided. This is useful for evaluators that need to see all incoming candidates regardless of whether or not another evaluator is throwing htem out
MaxPathVisits[edit]
Type: int
Modifiers: protected
maximum number of NavigationPoints to test before giving up
Default value: 1024
NextEvaluator[edit]
Type: NavMeshPathGoalEvaluator
Modifiers: protected
Next goal evaluator
NumNodesProcessed[edit]
Type: int
Debug var to keep track of how many nodes this goal evaluator has processed
NumNodesThrownOut[edit]
Type: int
Debug var to keep track of how many nodes this goal evaluator has nixed