I'm a doctor, not a mechanic
UE3:NavigationPoint (UT3)
- 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
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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
INFINITE_PATH_COST
Value: 10000000
Properties
bBlocked
Type: bool
this node is currently unuseable
bMakeSourceOnly
Type: bool
bOneWayPath
Type: bool
reachspecs from this path only in the direction the path is facing (180 degrees)
bVehicleDestination
Type: bool
if true, forced paths to this node will have max width to accomodate vehicles
ExtraCost
Type: int
Extra weight added by level designer
MaxPathSize
Type: Object.Cylinder
Modifiers: editconst, const
path size of the largest ReachSpec in this node's PathList
Type: Object.Guid
Modifiers: editconst, const, duplicatetransient
GUID used for linking paths across levels
NetworkID
Type: int
Modifiers: editconst, const
Which navigation network does this navigation point connect to?
Default value: -1
PathList
Modifiers: editinline, const, editconst, duplicatetransient
index of reachspecs (used by C++ Navigation code)
VolumeList
Modifiers: const, editconst
List of volumes containing this navigation point relevant for gameplay
Property group 'VehicleUsage'
bBlockedForVehicles
Type: bool
indicates vehicles cannot use this node
bPreferredVehiclePath
Type: bool
vehicles with bUsePreferredVehiclePaths set (large vehicles, usually) will prioritize using these nodes
Internal variables
See NavigationPoint internal variables.
Default values
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
Arrow
Class: Engine.ArrowComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
ArrowColor |
|
||||||||||
ArrowSize | 0.5 |
CollisionCylinder
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollisionHeight | 50.0 |
CollisionRadius | 50.0 |
PathRenderer
Class: Engine.PathRenderingComponent
No new values.
Sprite
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
Sprite | Texture2D'EngineResources.S_NavP' |
Sprite2
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenEditor | True |
HiddenGame | True |
Scale | 0.25 |
Sprite | Texture2D'EditorResources.Bad' |
Structs
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
Static native functions
Returns all navigation points near the ChkPoint specified by Radius.
Other static functions
Returns the nearest valid navigation point to the given actor.
Returns the nearest valid navigation point to the given point.
Native functions
CanTeleport
returns whether this NavigationPoint is a teleporter that can teleport the given Actor
GetBoundingCylinder
Overrides: Actor.GetBoundingCylinder
GetReachSpecTo
Events
Accept
DetourWeight
SpecialCost
SuggestMovePreparation
Other instance functions
IsAvailableTo
Returns true if this point is available for chkActor to move to, allowing nodes to control availability.
OnMatchingNetworks
OnToggle
Toggle the blocked state of a navigation point.