Mostly Harmless
UE3:PathNode_Dynamic (UDK)
Object >> Actor >> NavigationPoint >> PathNode >> PathNode_Dynamic |
- Package:
- Engine
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
Property | Value |
---|---|
bStatic | False |
Subobjects
Arrow
Class: Engine.ArrowComponent
Inherits from: PathNode.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: PathNode.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: PathNode.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: PathNode.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite2
Class: Engine.SpriteComponent
Inherits from: PathNode.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Events
GetDebugAbbrev
Overrides: PathNode.GetDebugAbbrev
(Description copied from NavigationPoint.GetDebugAbbrev)
Returns:
- Debug abbrev for hud printing