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

UE3:ReachSpec (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> ReachSpec
Package: 
Engine
Direct subclasses:
CeilingReachSpec, AdvancedReachSpec, TeleportReachSpec, ForcedReachSpec, LadderReachSpec, ProscribedReachSpec
This class in other games:
UE2Runtime, UT2004, U2, UT2003, U2XMP, UDK

ReachSpec.

A Reachspec describes the reachability requirements between two NavigationPoints

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Constants

BLOCKEDPATHCOST

Value: 10000000

any path cost >= this value indicates the path is blocked to the pawn

Properties

Property group 'ReachSpec'

CollisionHeight

Type: int

Modifiers: const, editconst


CollisionRadius

Type: int

Modifiers: const, editconst


End

Type: Actor.NavReference

Modifiers: const, editconst


Start

Type: NavigationPoint

Modifiers: const, editconst

navigationpoint at start of this path

Internal variables

bAddToNavigationOctree

Type: bool

Modifiers: const, editconst

whether or not this ReachSpec should be added to the navigation octree

Default value: True

bCanCutCorners

Type: bool

If true, pawns moving along this path can cut corners transitioning between this reachspec and adjacent reachspecs

Default value: True

bCheckForObstructions

Type: bool

whether AI should check for dynamic obstructions (Actors with bBlocksNavigation=true) when traversing this ReachSpec

Default value: True

BlockedBy

Type: Actor

Actor that is blocking this ReachSpec, making it temporarily unusable

bPruned

Type: byte


bSkipPrune

Type: bool

Modifiers: const

Prune paths should skip trying to prune along these

Direction

Type: Object.Vector

only valid when both start/end are static

Distance

Type: int


ForcedPathSizeName

Type: name

Name of path size to use for forced reach spec

Default value: 'Common'

MaxLandingVelocity

Type: int


NavOctreeObject

Type: pointer{struct FNavigationOctreeObject}

Modifiers: native, transient, const, editconst

pointer to object in navigation octree

PathColorIndex

Type: byte

used to look up pathcolor, set when reachspec is created

PruneSpecList

Type: array<class<ReachSpec> >

Modifiers: const

Can always prune against these types of specs (even though class doesn't match)

reachFlags

Type: int

see EReachSpecFlags definition in UnPath.h

Functions

Native functions

CostFor

native final noexport function int CostFor (Pawn P)

CostFor() Returns the "cost" in unreal units for Pawn P to travel from the start to the end of this reachspec

Other instance functions

IsBlockedFor

function bool IsBlockedFor (Pawn P)