ANavLinkProxy

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h

Include

#include "Navigation/NavLinkProxy.h"

Syntax

class ANavLinkProxy :
    public AActor,
    public INavLinkHostInterface,
    public INavRelevantInterface

Variables

Name Description

Public variable

bool

 

bSmartLinkIsRelevant

Smart link: toggle relevancy

Protected variable

FSmartLinkReach...

 

OnSmartLinkReached

Public variable

TArray< FNaviga...

 

PointLinks

Navigation links (point to point) added to navigation data

Public variable

TArray< FNaviga...

 

SegmentLinks

Navigation links (segment to segment) added to navigation data

Constructors

Name Description

Public function

ANavLinkProxy

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

CopyEndPointsFromSimpleLinkToSmartLink()

Copies navlink end points from the first entry in PointLinks array.

Public function Const

UNavLinkRend...

 

GetEdRenderComp()

Returns EdRenderComp subobject

Public function Const

UNavLinkCust...

 

GetSmartLinkComp()

Returns SmartLinkComp subobject

Public function Const

UBillboardCo...

 

GetSpriteComponent()

Returns SpriteComponent subobject

Public function Const

bool

 

HasMovingAgents()

Check if any agent is moving through smart link right now

Public function Const

bool

 

IsSmartLinkEnabled()

Check if smart link is enabled

Protected function

void

 

NotifySmartLinkReached

(
    UNavLinkCustomComponent* LinkC...,
    UObject* PathingAgent,
    const FVector& DestPoint
)

Public function

void

 

ReceiveSmartLinkReached

(
    AActor* Agent,
    const FVector& Destination
)

Called when agent reaches smart link during path following, use ResumePathFollowing() to give control back

Public function

void

 

ResumePathFollowing

(
    AActor* Agent
)

Resume normal path following

Public function

void

 

SetSmartLinkEnabled

(
    bool bEnabled
)

Change state of smart link

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual Const

FBox

 

GetComponentsBoundingBox

(
    bool bNonColliding,
    bool bIncludeFromChildActors
)

Returns the world space bounding box of all components in this Actor.

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditImport()

Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Overridden from INavLinkHostInterface

Name Description

Public function Virtual Const

bool

 

GetNavigationLinksArray

(
    TArray< FNavigationLink >& OutLink,
    TArray< FNavigationSegmentLink >& ...
)

Optional way of retrieving navigation link data - if INavLinkHostInterface implementer defines custom navigation links then he can just retrieve a list of links

Public function Virtual Const

bool

 

GetNavigationLinksClasses

Retrieves UNavLinkDefinition derived UClasses hosted by this interface implementor

Overridden from INavRelevantInterface

Name Description

Public function Virtual Const

FBox

 

GetNavigationBounds()

Get bounds for navigation octree

Public function Virtual Const

void

 

GetNavigationData

(
    FNavigationRelevantData& Data
)

Prepare navigation modifiers

Public function Virtual Const

bool

 

IsNavigationRelevant()

Are modifiers active?

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss