ANavSystemConfigOverride

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MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

ANavSystemConfigOverride

References

Module

NavigationSystem

Header

/Engine/Source/Runtime/NavigationSystem/Public/NavSystemConfigOverride.h

Include

#include "NavSystemConfigOverride.h"

Syntax

class ANavSystemConfigOverride : public AActor

Variables

Name Description

Protected variable

uint8: 1

 

bLoadOnClient

Protected variable

UNavigationSyst...

 

NavigationSystemConfig

Protected variable

ENavSystemOverr...

 

OverridePolicy

If there's already a NavigationSystem instance in the world how should this nav override behave

Constructors

Name Description

Public function

ANavSystemConfigOverride

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Virtual

void

 

AppendToNavSystem

(
    UNavigationSystemBase& PrevNavSys
)

Appends non-conflicting information (like supported agents) to a pre-existing nav system instance

Public function

void

 

ApplyChanges()

Made an explicit function since rebuilding navigation system can be expensive

Protected function

void

 

ApplyConfig()

Protected function

void

 

InitializeForWorld

(
    UNavigationSystemBase* NewNavS...,
    UWorld* World,
    const FNavigationSystemRunMode RunM...
)

Called only in the editor mode

Protected function Virtual

void

 

OverrideNavSystem()

Virtual void CheckForErrors() override;

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

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

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

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

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