Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE3:NavigationPoint (UT3)"
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Latest revision as of 07:40, 23 May 2008
- 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, UT2003, UE2Runtime, UT2004, UDK
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. |
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]
[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
[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]
Modifiers: editinline, const, editconst, duplicatetransient
index of reachspecs (used by C++ Navigation code)
VolumeList[edit]
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 |
|
||||||||||
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]
[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]
[edit]
Returns all navigation points near the ChkPoint specified by Radius.
Other static functions[edit]
[edit]
Returns the nearest valid navigation point to the given actor.
[edit]
Returns the nearest valid navigation point to the given point.
Native functions[edit]
CanTeleport[edit]
returns whether this NavigationPoint is a teleporter that can teleport the given Actor
GetBoundingCylinder[edit]
Overrides: Actor.GetBoundingCylinder
GetReachSpecTo[edit]
Events[edit]
Accept[edit]
DetourWeight[edit]
SpecialCost[edit]
SuggestMovePreparation[edit]
Other instance functions[edit]
IsAvailableTo[edit]
Returns true if this point is available for chkActor to move to, allowing nodes to control availability.
OnMatchingNetworks[edit]
OnToggle[edit]
Toggle the blocked state of a navigation point.