Gah - a solution with more questions. – EntropicLqd
UE3:NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> NavMeshPathConstraint >> NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations |
- Package:
- GameFramework
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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.Vector> InLocationsToCheck)
Events[edit]
Recycle[edit]
event Recycle ()
Overrides: NavMeshPathConstraint.Recycle