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UE3:Pylon (UDK)

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UDK Object >> Actor >> NavigationPoint >> Pylon
Package: 
Engine
Implemented interfaces
EditorLinkSelectionInterface
Direct subclasses:
AISwitchablePylon, DynamicPylon
This class in other games:
UT

Pylon

Used to determine the start location for exploration/creation of a NavMesh

Properties[edit]

Property group 'Debug'[edit]

bDrawEdgePolys[edit]

Type: bool


bDrawPolyBounds[edit]

Type: bool


DebugEdgeCount[edit]

Type: int


Default value: -1

Property group 'Display'[edit]

bDrawObstacleSurface[edit]

Type: bool


Default value: True

bDrawWalkableSurface[edit]

Type: bool


Default value: True

bRenderInShowPaths[edit]

Type: bool


Default value: True

Property group 'MeshGeneration'[edit]

ExpansionRadius[edit]

Type: float

radius within which expansion will be allowed. Note if this pylon has an expansion volume linked to it, this parameter has no effect

Default value: 2048.0

ExpansionVolumes[edit]

Type: array<Volume>

A list of volumes within which is valid to explore Note this trumps expansion radius

Internal variables[edit]

bBuildThisPylon[edit]

Type: bool

Modifiers: transient

when FALSE this pylon's navmesh will not be cleared, nor built during 'build paths' -- useful for building subsets of the map at once

bDisabled[edit]

Type: bool


bForceObstacleMeshCollision[edit]

Type: bool


bImportedMesh[edit]

Type: bool

Indicates if this pylon is associated with an imported mesh

bNeedsCostCheck[edit]

Type: bool

indicates that this pylon's CostFor function needs to be called when considering edges owned by it False by default in order to avoid unnecessary vfunc calls

bUseExpansionSphereOverride[edit]

Type: bool

when TRUE, center of sphere used for expansion bounds will be ExpansionSphereCenter rather than this.location

DynamicObstacleMesh[edit]

Type: pointer{class UNavigationMeshBase}

Modifiers: const, native

Obstacle mesh used for "can-go" raycasts - built from dynamic obstacles!

ExpansionSphereCenter[edit]

Type: Object.Vector


MaxExpansionRadius[edit]

Type: float

Modifiers: const

Used to prevent exploration from wrapping past the 65536 available indices in a WORD

Default value: 7168.0

NavMeshPtr[edit]

Type: pointer{class UNavigationMeshBase}

Modifiers: const, native

Navigation mesh created for this pylon

NextPassSeedList[edit]

Type: array<Object.Vector>

Modifiers: const, transient

Seed points created by last round of cover info

NextPylon[edit]

Type: Pylon

Modifiers: const

Next pylon in the linked list

ObstacleMesh[edit]

Type: pointer{class UNavigationMeshBase}

Modifiers: const, native

Obstacle mesh used for "can-go" raycasts

OctreeId[edit]

Type: Object.OctreeElementId{FOctreeElementId}

Modifiers: const, native

ID member var for octree functionality

OctreeIWasAddedTo[edit]

Type: pointer{void}

Modifiers: const, native

pointer to the octree this pylon was added to (so we can tell when the octree changes

PathObjectsThatAffectThisPylon[edit]

Type: pointer{ TDoubleLinkedList<class IInterface_NavMeshPathObject*> }

Modifiers: const, native, transient, private

internally used list of pathobjects which affect this pylon's mesh. Used only at navmesh generation time

PylonRadiusPreview[edit]

Type: DrawPylonRadiusComponent


Default value: DrawPylonRadiusComponent'DrawPylonRadius0'

RenderingComp[edit]

Type: NavMeshRenderingComponent

pointer to this pylon's rendering component

Default value: NavMeshRenderingComponent'NavMeshRenderer'

WorkingSetPtr[edit]

Type: pointer{TDoubleLinkedList<struct FNavMeshPolyBase*>}

Modifiers: const, native, transient

Working set ptr - used internally for building nav mesh

Default values[edit]

Property Value
bDestinationOnly True
Components[5] NavMeshRenderingComponent'NavMeshRenderer'
Components[6] DrawPylonRadiusComponent'DrawPylonRadius0'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
ReplacementPrimitive None

DrawPylonRadius0[edit]

Class: Engine.DrawPylonRadiusComponent

Property Value
ReplacementPrimitive None

NavMeshRenderer[edit]

Class: Engine.NavMeshRenderingComponent

Property Value
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None
Sprite Texture2D'EditorResources.Pylon'

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

Property Value
ReplacementPrimitive None

Enums[edit]

ENavMeshEdgeType[edit]

NAVEDGE_Normal 
NAVEDGE_Mantle 
NAVEDGE_Coverslip 
NAVEDGE_SwatTurn 
NAVEDGE_DropDown 
NAVEDGE_PathObject 

Structs[edit]

PolyReference[edit]

Modifiers: immutablewhencooked, native

Actor.ActorReference OwningPylon 
int PolyId 

Functions[edit]

Native functions[edit]

CanReachPylon[edit]

native function bool CanReachPylon (Pylon DestPylon, Controller C)


Events[edit]

IsEnabled[edit]

event bool IsEnabled ()


SetEnabled[edit]

event SetEnabled (bool bEnabled)


Other instance functions[edit]

OnToggle[edit]

function OnToggle (SeqAct_Toggle action)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.