UE2:NavigationPoint (U2)
- Package:
- Engine
- Direct subclasses:
- AlternatePath, AmbushPoint, BlockedPath, DeployProxy, Door, JumpDest, JumpPad, LiftCenter, LiftExit, PathNode, SmallNavigationPoint, Engine.SpectatorCam
- This class in other games:
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NavigationPoint.
NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level
Properties
bAlwaysUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
bBlocked
Type: bool
this path is currently unuseable
bNeverUseStrafing
Type: bool
shouldn't use bAdvancedTactics going to this point
bNotBased
Type: bool
bOneWayPath
Type: bool
reachspecs from this path only in the direction the path is facing (180 degrees)
bPropagatesSound
Type: bool
this navigation point can be used for sound propagation (around corners)
Default value: True
ExtraCost
Type: int
Extra weight added by level designer
ForcedPaths
Type: name
Array size: 4
list of names of NavigationPoints which should always be connected from this path
ProscribedPaths
Type: name
Array size: 4
list of names of NavigationPoints which should never be connected from this path
Internal variables
bAutoBuilt
Type: bool
Modifiers: const
placed during execution of "PATHS BUILD"
bDestinationOnly
Type: bool
used by path building - means no automatically generated paths are sourced from this node
bEndPoint
Type: bool
Modifiers: transient
used by C++ navigation code
bestPathWeight
Type: int
Modifiers: const
bForceNoStrafing
Type: bool
Modifiers: const
override any LD changes to bNeverUseStrafing
bMustBeReachable
Type: bool
used for PathReview code
bNoAutoConnect
Type: bool
don't connect this path to others except with special conditions (used by LiftCenter, for example)
bPathsChanged
Type: bool
Modifiers: const
used for incremental path rebuilding in the editor
bSourceOnly
Type: bool
used by path building - means this node is not the destination of any automatically generated path
bSpecialForced
Type: bool
paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions
bSpecialMove
Type: bool
if true, pawn will call SuggestMovePreparation() when moving toward this node
bTransientEndPoint
Type: bool
Modifiers: transient
set right before a path finding attempt, cleared afterward.
cost
Type: int
added cost to visit this pathnode
FearCost
Type: int
Modifiers: transient
extra weight diminishing over time (used for example, to mark path where bot died)
InventoryCache
Type: Pickup
used to point to dropped weapons
InventoryDist
Type: float
Type: NavigationPoint
Modifiers: const
nextOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
PathList
Modifiers: const
index of reachspecs (used by C++ Navigation code)
previousPath
Type: NavigationPoint
Modifiers: const
prevOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
taken
Type: bool
set when a creature is occupying this spot
TransientCost
Type: int
Modifiers: transient
added right before a path finding attempt, cleared afterward.
visitedWeight
Type: int
Default values
Property | Value |
---|---|
bCollideWhenPlacing | True |
bHidden | True |
bNoDelete | True |
bStatic | True |
CollisionHeight | 100.0 |
CollisionRadius | 80.0 |
SoundVolume | 0 |
Texture | Texture'Engine.S_NavP' |
Functions
Events
Accept
DetourWeight
PostBeginPlay
Overrides: Actor.PostBeginPlay
SpecialCost
SuggestMovePreparation
Other instance functions
MoverClosed
MoverOpened
ProceedWithMove