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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
Property group 'TriggeredPath'
bOpen
Type: bool
whether the path is currently usable
MyTrigger
Type: Actor
the trigger, button, etc that will make this path usable
Default values
Property | Value |
---|---|
bSpecialMove | True |
ExtraCost | 100 |
Subobjects
Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite2
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions
Events
SpecialHandling
Overrides: Actor.SpecialHandling
SuggestMovePreparation
Overrides: NavigationPoint.SuggestMovePreparation
Other instance functions
OnToggle
Overrides: NavigationPoint.OnToggle
Toggle the blocked state of a navigation point.