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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

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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

event Actor SpecialHandling (Pawn Other)

Overrides: Actor.SpecialHandling


SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)

Overrides: NavigationPoint.SuggestMovePreparation


Other instance functions

OnToggle

function OnToggle (SeqAct_Toggle InAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.