Gah - a solution with more questions. – EntropicLqd

UE3:NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations (UDK)

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UDK Object >> NavMeshPathConstraint >> NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations
Package: 
GameFramework

This constraint is to make path searches be biased against choosing in the same set polys over and over. For Example: if we spawn in place a b c we do not want to spawn there again if there is a place d that matches our criteria for spawning of guys. We often use this for determining places that No One Has Spawned Near Here Before.

Properties[edit]

DistanceToCheck[edit]

Type: float

Modifiers: transient

How far we want to spawn away from a previous spawn. *

Location[edit]

Type: Object.Vector

Modifiers: transient

Location to compare from *

LocationsToCheck[edit]

Type: array<Object.Vector>

Modifiers: transient

Set of places we have spawned before *

Rotation[edit]

Type: Object.Vector

Modifiers: transient


Functions[edit]

Static functions[edit]

BiasAgainstPolysWithinDistanceOfLocations[edit]

static function bool BiasAgainstPolysWithinDistanceOfLocations (NavigationHandle NavHandle, const Object.Vector InLocation, const Object.Rotator InRotation, const float InDistanceToCheck, const array<Object.VectorInLocationsToCheck)


Events[edit]

Recycle[edit]

event Recycle ()

Overrides: NavMeshPathConstraint.Recycle