| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/NavigationSystem/Public/NavigationTestingActor.h |
Include |
#include "NavigationTestingActor.h" |
class ANavigationTestingActor :
public AActor,
public INavAgentInterface,
public INavPathObserverInterface
Name | Description | ||
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uint32: 1 |
bBacktracking |
Instead of regular pathfinding from source to target location do a 'backwards' search that searches from the source, but as if the allowed movement direction was coming from the target. |
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uint32: 1 |
bDrawDistanceToWall |
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uint32: 1 |
bGatherDetailedInfo |
If set, all steps of A* algorithm will be accessible for debugging |
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uint32: 1 |
bPathExist |
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uint32: 1 |
bPathIsPartial |
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uint32: 1 |
bPathSearchOutOfNodes |
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uint32: 1 |
bProjectedLocationValid |
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uint32: 1 |
bSearchStart |
If set, start the search from this actor, else start the search from the other actor |
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uint32: 1 |
bShouldBeVisibleInGame |
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uint32: 1 |
bShowBestPath |
Show current best path |
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uint32: 1 |
bShowDiffWithPreviousStep |
Show which nodes were modified in current A* step |
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uint32: 1 |
bShowNodePool |
Show polys from open (orange) and closed (yellow) sets |
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uint32: 1 |
bUseHierarchicalPathfinding |
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ClosestWallLocation |
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TEnumAsByte< EN... |
CostDisplayMode |
Determines which cost will be shown |
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float |
CostLimitFactor |
This multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFacotr*InitialHeuristicEstimate) |
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TSubclassOf< cl... |
FilterClass |
"None" will result in default filter being used |
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LastPath |
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float |
MinimumCostLimit |
Minimum cost limit clamping value (in cost units) used to allow large deviation in short paths |
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MyNavData |
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NavAgentProps |
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float |
OffsetFromCornersDistance |
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OtherActor |
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float |
PathCost |
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PathfindingSteps |
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float |
PathfindingTime |
Time in micro seconds |
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FNavigationPath... |
PathObserver |
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ProjectedLocation |
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QueryingExtent |
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ShowStepIndex |
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TextCanvasOffset |
Text canvas offset to apply |
Name | Description | |
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ANavigationTestingActor ( |
Name | Description | |
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~ANavigationTestingActor() |
Dtor |
Name | Description | ||
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FPathFinding... |
BuildPathFindingQuery ( |
Virtual method to override if you want to customize the query being constructed for the path find (e.g. change the filter or add constraints/goal evaluators). |
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FindClosestWallLocation() |
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GatherDetailedData ( |
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UCapsuleComp... |
GetCapsuleComponent() |
Returns CapsuleComponent subobject |
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UNavTestRend... |
GetEdRenderComp() |
Returns EdRenderComp subobject |
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OnPathEvent ( |
Called when given path becomes invalid (via |
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SearchPathTo ( |
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TickMe() |
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UpdateNavData() |
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UpdatePathfinding() |
Name | Description | ||
---|---|---|---|
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PostEditMove ( |
Called after an actor has been moved in the editor |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
Name | Description | ||
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GetMoveGoalReachTest |
Get cylinder for testing if actor has been reached |
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GetNavAgentLocation() |
Retrieves Agent's location |
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const FNavAg... |
GetNavAgentPropertiesRef() |
Retrieves FNavAgentProperties expressing navigation props and caps of represented agent the function will be renamed to GetNavAgentProperties in 4.8. |
Name | Description | ||
---|---|---|---|
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OnPathUpdated ( |
Called on Navigation Agent when given PathGenerator updated it's path. |