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UE3:TriggeredPath (UDK)

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UDK Object >> Actor >> NavigationPoint >> TriggeredPath
Package: 
Engine

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

Copyright 1998-2009 Epic Games, Inc. All Rights Reserved

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]

event Actor SpecialHandling (Pawn Other)

Overrides: Actor.SpecialHandling


SuggestMovePreparation[edit]

event bool SuggestMovePreparation (Pawn Other)

Overrides: NavigationPoint.SuggestMovePreparation


Other instance functions[edit]

OnToggle[edit]

function OnToggle (SeqAct_Toggle InAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.