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UE3:ReachSpec (UT3)
Object >> ReachSpec |
- Package:
- Engine
- Direct subclasses:
- CeilingReachSpec, AdvancedReachSpec, TeleportReachSpec, ForcedReachSpec, LadderReachSpec, ProscribedReachSpec
- This class in other games:
- UE2Runtime, UT2004, U2, UT2003, U2XMP, UDK
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ReachSpec.
A Reachspec describes the reachability requirements between two NavigationPoints
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Constants[edit]
BLOCKEDPATHCOST[edit]
Value: 10000000
any path cost >= this value indicates the path is blocked to the pawn
Properties[edit]
Property group 'ReachSpec'[edit]
CollisionHeight[edit]
Type: int
Modifiers: const, editconst
CollisionRadius[edit]
Type: int
Modifiers: const, editconst
End[edit]
Type: Actor.NavReference
Modifiers: const, editconst
Start[edit]
Type: NavigationPoint
Modifiers: const, editconst
navigationpoint at start of this path
Internal variables[edit]
[edit]
Type: bool
Modifiers: const, editconst
whether or not this ReachSpec should be added to the navigation octree
Default value: True
bCanCutCorners[edit]
Type: bool
If true, pawns moving along this path can cut corners transitioning between this reachspec and adjacent reachspecs
Default value: True
bCheckForObstructions[edit]
Type: bool
whether AI should check for dynamic obstructions (Actors with bBlocksNavigation=true) when traversing this ReachSpec
Default value: True
BlockedBy[edit]
Type: Actor
Actor that is blocking this ReachSpec, making it temporarily unusable
bPruned[edit]
Type: byte
bSkipPrune[edit]
Type: bool
Modifiers: const
Prune paths should skip trying to prune along these
Direction[edit]
Type: Object.Vector
only valid when both start/end are static
Distance[edit]
Type: int
ForcedPathSizeName[edit]
Type: name
Name of path size to use for forced reach spec
Default value: 'Common'
MaxLandingVelocity[edit]
Type: int
[edit]
Type: pointer{struct FNavigationOctreeObject}
Modifiers: native, transient, const, editconst
pointer to object in navigation octree
PathColorIndex[edit]
Type: byte
used to look up pathcolor, set when reachspec is created
PruneSpecList[edit]
Type: array<class<ReachSpec> >
Modifiers: const
Can always prune against these types of specs (even though class doesn't match)
reachFlags[edit]
Type: int
see EReachSpecFlags definition in UnPath.h
Functions[edit]
Native functions[edit]
CostFor[edit]
CostFor() Returns the "cost" in unreal units for Pawn P to travel from the start to the end of this reachspec