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UE3:NavigationPoint internal variables (UT3)
Object >> Actor >> NavigationPoint (internal variables) |
Contents
- 1 Internal variables
- 1.1 AnchoredPawn
- 1.2 BadSprite
- 1.3 bAlreadyVisited
- 1.4 bAlwaysUseStrafing
- 1.5 bAutoBuilt
- 1.6 bBlockable
- 1.7 bBuildLongPaths
- 1.8 bCanReach
- 1.9 bCanWalkOnToReach
- 1.10 bDestinationOnly
- 1.11 bEndPoint
- 1.12 bestPathWeight
- 1.13 bFlyingPreferred
- 1.14 bForceNoStrafing
- 1.15 bHasCrossLevelPaths
- 1.16 bHideEditorPaths
- 1.17 bMayCausePain
- 1.18 bMustBeReachable
- 1.19 bMustTouchToReach
- 1.20 bNeverUseStrafing
- 1.21 bNoAutoConnect
- 1.22 bNotBased
- 1.23 bPathsChanged
- 1.24 bSourceOnly
- 1.25 bSpecialForced
- 1.26 bSpecialMove
- 1.27 bTransientEndPoint
- 1.28 Cost
- 1.29 CylinderComponent
- 1.30 EditorForcedPaths
- 1.31 EditorProscribedPaths
- 1.32 FearCost
- 1.33 GoodSprite
- 1.34 InventoryCache
- 1.35 InventoryDist
- 1.36 LastAnchoredPawnTime
- 1.37 LastDetourWeight
- 1.38 NavOctreeObject
- 1.39 NearestObjective
- 1.40 nextNavigationPoint
- 1.41 nextOrdered
- 1.42 ObjectiveDistance
- 1.43 PathCost
- 1.44 previousPath
- 1.45 prevOrdered
- 1.46 TransientCost
- 1.47 visitedWeight
- NavigationPoint internal variables in other games:
- UDK
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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
Type: NavigationOctreeObject
Modifiers: native, transient, const
NearestObjective
Type: Objective
FIXMESTEVE - determine in path building
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