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UE3:PathNode_Dynamic (UDK)

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UDK Object >> Actor >> NavigationPoint >> PathNode >> PathNode_Dynamic
Package: 
Engine

PathNode_Dynamic.

Avoid warnings for pathnodes that are based on and should move with an interpactor platform When platform moves, this will cause path costs for ReachSpecs be invalid. Update in game specific way... Epic usually handles by forcing paths between static/moving networks and using bBlocked to allow movement across the networks at the correct time.

Default values[edit]

Property Value
bStatic False

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: PathNode.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: PathNode.CollisionCylinder

Property Value
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: PathNode.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: PathNode.Sprite

Property Value
ReplacementPrimitive None

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: PathNode.Sprite2

Property Value
ReplacementPrimitive None

Events[edit]

GetDebugAbbrev[edit]

simulated event string GetDebugAbbrev ()

Overrides: PathNode.GetDebugAbbrev

(Description copied from NavigationPoint.GetDebugAbbrev)


Returns:

Debug abbrev for hud printing