Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/AI/NavigationSystemBase.h |
Include |
#include "AI/NavigationSystemBase.h" |
Source |
/Engine/Source/Runtime/Engine/Private/AI/NavigationSystemBase.cpp |
namespace FNavigationSystem
{
void FNavigationSystem::AddNavigationSystemToWorld
(
UWorld & WorldOwner,
const FNavigationSystemRunMode RunMode,
UNavigationSystemConfig * NavigationSystemConfig,
const bool bInitializeForWorld,
const bool bOverridePreviousNavSys
)
}
Creates an instance of NavigationSystem (class being specified by WorldSetting's NavigationSystemConfig) A new instance will be created only if given WorldOwner doesn't have one yet. The new instance will be assigned to the given WorldOwner (via SetNavigationSystem call) and depending on value of bInitializeForWorld the InitializeForWorld function will be called on the new NavigationSystem instance. (
Parameter |
Description |
---|---|
RunMode |
if set to a valid value (other than FNavigationSystemRunMode::InvalidMode) will also configure the created NavigationSystem instance for that mode |
NavigationSystemConfig |
is used to pick the navigation system's class and set it up. If null then WorldOwner.WorldSettings.NavigationSystemConfig will be used |
UWorld.NavigationSystem)