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UE3:PathNode_Dynamic (UDK)
Object >> Actor >> NavigationPoint >> PathNode >> PathNode_Dynamic |
- Package:
- Engine
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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]
Overrides: PathNode.GetDebugAbbrev
(Description copied from NavigationPoint.GetDebugAbbrev)
Returns:
- Debug abbrev for hud printing