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UE3:TriggeredPath (UDK)
Object >> Actor >> NavigationPoint >> TriggeredPath |
Contents
- Package:
- Engine
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a path that opens and closes via some trigger, usually Kismet controlled this differs from triggering a normal NavigationPoint in that the AI considers these to always be traversible, but may need to do something before using them, whereas normal NavigationPoints are considered off limits when Kismet toggles them off
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Properties[edit]
Property group 'TriggeredPath'[edit]
bOpen[edit]
Type: bool
whether the path is currently usable
MyTrigger[edit]
Type: Actor
the trigger, button, etc that will make this path usable
Default values[edit]
Property | Value |
---|---|
bSpecialMove | True |
ExtraCost | 100 |
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 |
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 |
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
SpecialHandling[edit]
Overrides: Actor.SpecialHandling
SuggestMovePreparation[edit]
Overrides: NavigationPoint.SuggestMovePreparation
Other instance functions[edit]
OnToggle[edit]
Overrides: NavigationPoint.OnToggle
Toggle the blocked state of a navigation point.