Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:Path_AvoidInEscapableNodes (UDK)

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UDK Object >> PathConstraint >> Path_AvoidInEscapableNodes
Package: 
Engine

- this constraint will throw out nodes which the pathing bot could get to, but not get away from. Normally this

 is not necessary as you're usually pathing somewhere so a node which you can't get out of is thrown out by A*, but if
 you're doing some sort of generic search (ie. for a node in range of something) you could end up with a node the bot can't
 escape from, thus causing him to be forever stuck.. this constraint will prevent that from happening

Properties[edit]

Height[edit]

Type: int


MaxFallSpeed[edit]

Type: int


moveFlags[edit]

Type: int


Radius[edit]

Type: int


Default values[edit]

Property Value
CacheIdx 11

Functions[edit]

Static functions[edit]

DontGetStuck[edit]

static function bool DontGetStuck (Pawn P)


Native functions[edit]

CachePawnReacFlags[edit]

private native function CachePawnReacFlags (Pawn P)


Events[edit]

Recycle[edit]

event Recycle ()

Overrides: PathConstraint.Recycle