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UE3:NavigationPoint internal variables (UDK)

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UDK Object >> Actor >> NavigationPoint (internal variables)
NavigationPoint internal variables in other games:
UT3

Internal variables[edit]

AnchoredPawn[edit]

Type: Pawn

Modifiers: transient

Pawn that is currently anchor to this navigation point

BadSprite[edit]

Type: SpriteComponent

Modifiers: const, transient

Used to draw bad collision intersection in editor

bAlreadyVisited[edit]

Type: bool

Modifiers: transient

internal use

bAlwaysUseStrafing[edit]

Type: bool

shouldn't use bAdvancedTactics going to this point

bAutoBuilt[edit]

Type: bool

Modifiers: const

placed during execution of "PATHS BUILD"

bBlockable[edit]

Type: bool

true if path can become blocked (used by pruning during path building)

bBuildLongPaths[edit]

Type: bool

if true, attempt to build long range (> MAXPATHDIST) paths to/from this node

Default value: True

bCanReach[edit]

Type: bool

Modifiers: transient

used during paths review in editor

bCanWalkOnToReach[edit]

Type: bool

whether walking on (being based on) this NavigationPoint counts as reaching it

bDestinationOnly[edit]

Type: bool

used by path building - means no automatically generated paths are sourced from this node

bEndPoint[edit]

Type: bool

Modifiers: transient

used by C++ navigation code

bestPathWeight[edit]

Type: int

Modifiers: const


bFlyingPreferred[edit]

Type: bool

preferred by flying creatures

bForceNoStrafing[edit]

Type: bool

Modifiers: const

override any LD changes to bNeverUseStrafing

bHasCrossLevelPaths[edit]

Type: bool

Modifiers: const

Does this nav point point to others in separate levels?

bHideEditorPaths[edit]

Type: bool

Modifiers: transient

don't show paths to this node in the editor

bMayCausePain[edit]

Type: bool

set in C++ if in PhysicsVolume that may cause pain

Default value: True

bMustBeReachable[edit]

Type: bool

used for PathReview code

bMustTouchToReach[edit]

Type: bool

if true. reach tests are based on whether pawn can move to overlap this NavigationPoint (only valid if bCollideActors=true)

Default value: True

bNeverUseStrafing[edit]

Type: bool

shouldn't use bAdvancedTactics going to this point

bNoAutoConnect[edit]

Type: bool

don't connect this path to others except with special conditions (used by LiftCenter, for example)

bNotBased[edit]

Type: bool

Modifiers: const

used by path builder - if true, no error reported if node doesn't have a valid base

bPathsChanged[edit]

Type: bool

Modifiers: const

used for incremental path rebuilding in the editor

bShouldSaveForCheckpoint[edit]

Type: bool

Modifiers: transient

whether we need to save this in checkpoints because it has been modified by Kismet

bSourceOnly[edit]

Type: bool

used by path building - means this node is not the destination of any automatically generated path

bSpecialForced[edit]

Type: bool

paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions

bSpecialMove[edit]

Type: bool

if true, pawn will call SuggestMovePreparation() when moving toward this node

bTransientEndPoint[edit]

Type: bool

Modifiers: transient

set right before a path finding attempt, cleared afterward.

Cost[edit]

Type: int

added cost to visit this pathnode

CostArray[edit]

Type: array<DebugNavCost>

Modifiers: transient


CylinderComponent[edit]

Type: CylinderComponent


Default value: CylinderComponent'CollisionCylinder'

EditorForcedPaths[edit]

Type: array<Actor.ActorReference>

Modifiers: editoronly, duplicatetransient

List of navigation points to force paths to be built to

EditorProscribedPaths[edit]

Type: array<Actor.ActorReference>

Modifiers: editoronly, duplicatetransient

List of navigation points to prevent paths being built to

FearCost[edit]

Type: int

Modifiers: transient

extra weight diminishing over time (used for example, to mark path where bot died)

GoodSprite[edit]

Type: SpriteComponent

Modifiers: const, transient

Normal editor sprite

InventoryCache[edit]

Type: DroppedPickup

used to point to dropped weapons

InventoryDist[edit]

Type: float


LastAnchoredPawnTime[edit]

Type: float

Modifiers: transient

Last time a pawn was anchored to this navigation point - set when Pawn chooses a new anchor

LastDetourWeight[edit]

Type: float

Modifiers: const


NavOctreeObject[edit]

Type: NavigationOctreeObject

Modifiers: native, transient, const


nextNavigationPoint[edit]

Type: NavigationPoint

Modifiers: const, private


nextOrdered[edit]

Type: NavigationPoint

Modifiers: const

for internal use during route searches

previousPath[edit]

Type: NavigationPoint

Modifiers: const


prevOrdered[edit]

Type: NavigationPoint

Modifiers: const

for internal use during route searches

TransientCost[edit]

Type: int

Modifiers: transient

added right before a path finding attempt, cleared afterward.

visitedWeight[edit]

Type: int