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UE3:NavigationPoint (UT3)

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UT3 Object >> Actor >> NavigationPoint
Package: 
Engine
Direct subclasses:
DoorMarker, UTOnslaughtNodeTeleporter, PathNode, Teleporter, Ladder, LiftExit, CoverLink, CoverSlotMarker, DynamicAnchor, UTVehicleFactory, LiftCenter, Objective, PickupFactory, PlayerStart, PortalMarker, UTDefensePoint, UTJumpPad, UTTranslocatorDest
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK

NavigationPoint.

NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Constants[edit]

INFINITE_PATH_COST[edit]

Value: 10000000


Properties[edit]

Property group 'NavigationPoint'[edit]

bBlocked[edit]

Type: bool

this node is currently unuseable

bMakeSourceOnly[edit]

Type: bool


bOneWayPath[edit]

Type: bool

reachspecs from this path only in the direction the path is facing (180 degrees)

bVehicleDestination[edit]

Type: bool

if true, forced paths to this node will have max width to accomodate vehicles

ExtraCost[edit]

Type: int

Extra weight added by level designer

MaxPathSize[edit]

Type: Object.Cylinder

Modifiers: editconst, const

path size of the largest ReachSpec in this node's PathList

NavGuid[edit]

Type: Object.Guid

Modifiers: editconst, const, duplicatetransient

GUID used for linking paths across levels

NetworkID[edit]

Type: int

Modifiers: editconst, const

Which navigation network does this navigation point connect to?

Default value: -1

PathList[edit]

Type: array<ReachSpec>

Modifiers: editinline, const, editconst, duplicatetransient

index of reachspecs (used by C++ Navigation code)

VolumeList[edit]

Type: array<Volume>

Modifiers: const, editconst

List of volumes containing this navigation point relevant for gameplay

Property group 'VehicleUsage'[edit]

bBlockedForVehicles[edit]

Type: bool

indicates vehicles cannot use this node

bPreferredVehiclePath[edit]

Type: bool

vehicles with bUsePreferredVehiclePaths set (large vehicles, usually) will prioritize using these nodes

Internal variables[edit]

See NavigationPoint internal variables.

Default values[edit]

Property Value
bCollideWhenPlacing True
bNoDelete True
bStatic True
CollisionComponent CylinderComponent'CollisionCylinder'
Components[0] SpriteComponent'Sprite'
Components[1] SpriteComponent'Sprite2'
Components[2] ArrowComponent'Arrow'
Components[3] CylinderComponent'CollisionCylinder'
Components[4] PathRenderingComponent'PathRenderer'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Property Value
ArrowColor
Member Value
A 255
B 255
G 200
R 150
ArrowSize 0.5

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Property Value
CollisionHeight 50.0
CollisionRadius 50.0

PathRenderer[edit]

Class: Engine.PathRenderingComponent

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
Sprite Texture2D'EngineResources.S_NavP'

Sprite2[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenEditor True
HiddenGame True
Scale 0.25
Sprite Texture2D'EditorResources.Bad'

Structs[edit]

NavigationOctreeObject[edit]

Modifiers: native

structure for inserting things into the navigation octree

Object.Box BoundingBox 
the bounding box to use
Object.Vector BoxCenter 
cached center of that box
pointer{class FNavigationOctreeNode} OctreeNode 
if this object is in the octree, pointer to the node it's in, otherwise NULL
Object Owner 
UObject that owns the entry in the octree
byte OwnerType 
bitfield representing common classes of Owner so we can avoid casts

Functions[edit]

Static native functions[edit]

GetAllNavInRadius[edit]

static native final function bool GetAllNavInRadius (Actor ChkActor, Object.Vector ChkPoint, float Radius, out array<NavigationPointout_NavList, optional bool bSkipBlocked, optional int inNetworkID, optional Object.Cylinder MinSize)

Returns all navigation points near the ChkPoint specified by Radius.

Other static functions[edit]

GetNearestNavToActor[edit]

static final function NavigationPoint GetNearestNavToActor (Actor ChkActor, optional class<NavigationPointRequiredClass, optional array<NavigationPointExcludeList, optional float MinDist)

Returns the nearest valid navigation point to the given actor.

GetNearestNavToPoint[edit]

static final function NavigationPoint GetNearestNavToPoint (Actor ChkActor, Object.Vector ChkPoint, optional class<NavigationPointRequiredClass, optional array<NavigationPointExcludeList)

Returns the nearest valid navigation point to the given point.

Native functions[edit]

CanTeleport[edit]

native function bool CanTeleport (Actor A)

returns whether this NavigationPoint is a teleporter that can teleport the given Actor

GetBoundingCylinder[edit]

native function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) const

Overrides: Actor.GetBoundingCylinder


GetReachSpecTo[edit]

native final function ReachSpec GetReachSpecTo (NavigationPoint Nav)


Events[edit]

Accept[edit]

event bool Accept (Actor Incoming, Actor Source)


DetourWeight[edit]

event float DetourWeight (Pawn Other, float PathWeight)


SpecialCost[edit]

event int SpecialCost (Pawn Seeker, ReachSpec Path)


SuggestMovePreparation[edit]

event bool SuggestMovePreparation (Pawn Other)


Other instance functions[edit]

IsAvailableTo[edit]

function bool IsAvailableTo (Actor chkActor)

Returns true if this point is available for chkActor to move to, allowing nodes to control availability.

OnMatchingNetworks[edit]

simulated function bool OnMatchingNetworks (NavigationPoint Nav)


OnToggle[edit]

function OnToggle (SeqAct_Toggle inAction)

Toggle the blocked state of a navigation point.

ProceedWithMove[edit]

function bool ProceedWithMove (Pawn Other)