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UE3:NavigationPoint internal variables (UT3)

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

Internal variables

AnchoredPawn

Type: Pawn

Modifiers: transient

Pawn that is currently anchor to this navigation point

BadSprite

Type: SpriteComponent

Modifiers: const

Used to draw bad collision intersection in editor

Default value: SpriteComponent'Sprite2'

bAlreadyVisited

Type: bool

Modifiers: transient

internal use

bAlwaysUseStrafing

Type: bool

shouldn't use bAdvancedTactics going to this point

bAutoBuilt

Type: bool

Modifiers: const

placed during execution of "PATHS BUILD"

bBlockable

Type: bool

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

bBuildLongPaths

Type: bool

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

Default value: True

bCanReach

Type: bool

Modifiers: transient

used during paths review in editor

bCanWalkOnToReach

Type: bool

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

bDestinationOnly

Type: bool

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

bEndPoint

Type: bool

Modifiers: transient

used by C++ navigation code

bestPathWeight

Type: int

Modifiers: const


bFlyingPreferred

Type: bool

preferred by flying creatures

bForceNoStrafing

Type: bool

Modifiers: const

override any LD changes to bNeverUseStrafing

bHasCrossLevelPaths

Type: bool

Modifiers: const

Does this nav point point to others in separate levels?

bHideEditorPaths

Type: bool

Modifiers: transient

don't show paths to this node in the editor

bMayCausePain

Type: bool

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

Default value: True

bMustBeReachable

Type: bool

used for PathReview code

bMustTouchToReach

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

Type: bool

shouldn't use bAdvancedTactics going to this point

bNoAutoConnect

Type: bool

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

bNotBased

Type: bool

Modifiers: const

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

bPathsChanged

Type: bool

Modifiers: const

used for incremental path rebuilding in the editor

bSourceOnly

Type: bool

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

bSpecialForced

Type: bool

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

bSpecialMove

Type: bool

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

bTransientEndPoint

Type: bool

Modifiers: transient

set right before a path finding attempt, cleared afterward.

Cost

Type: int

added cost to visit this pathnode

CylinderComponent

Type: CylinderComponent


Default value: CylinderComponent'CollisionCylinder'

EditorForcedPaths

Type: array<Actor.NavReference>

Modifiers: duplicatetransient

List of navigation points to force paths to be built to

EditorProscribedPaths

Type: array<Actor.NavReference>

Modifiers: duplicatetransient

List of navigation points to prevent paths being built to

FearCost

Type: int

Modifiers: transient

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

GoodSprite

Type: SpriteComponent

Modifiers: const

Normal editor sprite

Default value: SpriteComponent'Sprite'

InventoryCache

Type: DroppedPickup

used to point to dropped weapons

InventoryDist

Type: float


LastAnchoredPawnTime

Type: float

Modifiers: transient

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

LastDetourWeight

Type: float

Modifiers: const


NavOctreeObject

Type: NavigationOctreeObject

Modifiers: native, transient, const


NearestObjective

Type: Objective

FIXMESTEVE - determine in path building

nextNavigationPoint

Type: NavigationPoint

Modifiers: const, private


nextOrdered

Type: NavigationPoint

Modifiers: const

for internal use during route searches

ObjectiveDistance

Type: float


PathCost

Type: int

Modifiers: transient

extra weight used by certain path finding heuristics

previousPath

Type: NavigationPoint

Modifiers: const


prevOrdered

Type: NavigationPoint

Modifiers: const

for internal use during route searches

TransientCost

Type: int

Modifiers: transient

added right before a path finding attempt, cleared afterward.

visitedWeight

Type: int