| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/NavigationSystem/Public/NavMesh/RecastNavMesh.h |
Include |
#include "NavMesh/RecastNavMesh.h" |
class ARecastNavMesh : public ANavigationData
Name | Description | ||
---|---|---|---|
|
float |
AgentHeight |
Size of the tallest agent that will path with this navmesh. |
|
float |
AgentMaxSlope |
The maximum slope (angle) that the agent can move on. |
|
float |
AgentMaxStepHeight |
Largest vertical step the agent can perform |
|
float |
AgentRadius |
Radius of smallest agent to traverse this navmesh |
|
uint32: 1 |
bAllowNavLinkAsPathEnd |
If set, paths can end at navlink poly (not the ground one!) |
|
uint32: 1 |
bDistinctlyDrawTilesBeingBuilt |
|
|
uint32: 1 |
bDoFullyAsyncNavDataGathering |
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uint32: 1 |
bDrawClusters |
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uint32: 1 |
bDrawDefaultPolygonCost |
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|
uint32: 1 |
bDrawFailedNavLinks |
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|
uint32: 1 |
bDrawFilledPolys |
If disabled skips filling drawn navmesh polygons |
|
uint32: 1 |
bDrawLabelsOnPathNodes |
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uint32: 1 |
bDrawMarkedForbiddenPolys |
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|
uint32: 1 |
bDrawNavLinks |
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uint32: 1 |
bDrawNavMesh |
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|
uint32: 1 |
bDrawNavMeshEdges |
Should we draw border-edges |
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uint32: 1 |
bDrawOctree |
Should we draw edges of every navmesh's triangle |
|
uint32: 1 |
bDrawOctreeDetails |
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|
uint32: 1 |
bDrawPathCollidingGeometry |
Draw input geometry passed to the navmesh generator. |
|
uint32: 1 |
bDrawPolyEdges |
Should we draw edges of every poly (i.e. not only border-edges) |
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uint32: 1 |
bDrawPolygonLabels |
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|
uint32: 1 |
bDrawTileBounds |
Should we draw the tile boundaries |
|
uint32: 1 |
bDrawTileLabels |
|
|
uint32: 1 |
bDrawTriangleEdges |
Should we draw edges of every navmesh's triangle |
|
uint32: 1 |
bFilterLowSpanFromTileCache |
If set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild) |
|
uint32: 1 |
bFilterLowSpanSequences |
If set, only single low height span will be allowed under valid one |
|
uint32: 1 |
bFixedTilePoolSize |
NavMesh generation parameters. |
|
uint32: 1 |
bMarkLowHeightAreas |
Mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode) |
|
uint32: 1 |
bPerformVoxelFiltering |
Controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter). |
|
uint32: 1 |
bSortNavigationAreasByCost |
Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation. |
|
uint32: 1 |
bStoreEmptyTileLayers |
If set, tiles generated without any navmesh data will be marked to distinguish them from not generated / streamed out ones. |
|
uint32: 1 |
bUseBetterOffsetsFromCorners |
TODO: switch to disable new code from OffsetFromCorners if necessary - remove it later |
|
uint32: 1 |
bUseVirtualFilters |
Indicates whether default navigation filters will use virtual functions. Defaults to true. |
|
float |
CellHeight |
Vertical size of voxelization cell |
|
float |
CellSize |
Horizontal size of voxelization cell |
|
float |
DefaultDrawDistance |
Navmesh draw distance in game (always visible in editor) |
|
float |
DefaultMaxHierarchicalSearchNodes |
Specifes default limit to A* nodes used when performing hierarchical navigation queries. |
|
float |
DefaultMaxSearchNodes |
Specifes default limit to A* nodes used when performing navigation queries. |
|
float |
DrawOffset |
Vertical offset added to navmesh's debug representation for better readability |
|
float |
HeuristicScale |
Recast runtime params. |
|
LayerChunkSplits |
Number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone |
|
|
TEnumAsByte< ER... |
LayerPartitioning |
Partitioning method for creating tile layers |
|
float |
MaxSimplificationError |
How much navigable shapes can get simplified - the higher the value the more freedom |
|
MaxSimultaneousTileGenerationJobsCount |
||
|
float |
MergeRegionSize |
The size limit of regions to be merged with bigger regions (watershed partitioning only) |
|
float |
MinRegionArea |
The minimum dimension of area. Areas smaller than this will be discarded |
|
NavMeshOriginOffset |
Use this if you don't want your tiles to start at (0,0,0) |
|
|
OnNavMeshUpdate |
Broadcast for navmesh updates |
|
|
PolyRefNavPolyBits |
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PolyRefSaltBits |
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PolyRefTileBits |
||
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RegionChunkSplits |
Number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone |
|
|
TEnumAsByte< ER... |
RegionPartitioning |
Partitioning method for creating navmesh polys |
|
TileNumberHardLimit |
Absolute hard limit to number of navmesh tiles. |
|
|
TilePoolSize |
Maximum number of tiles NavMesh can hold |
|
|
float |
TileSizeUU |
Size of single tile, expressed in uu |
|
float |
VerticalDeviationFromGroundCompensation |
Value added to each search height to compensate for error between navmesh polys and walkable geometry |
Name | Description | |
---|---|---|
|
ARecastNavMesh ( |
Name | Description | ||
---|---|---|---|
|
float |
GetDrawDistanceSq() |
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|
float |
GetMinimumSizeForChaosNavMeshInfluenceSq() |
|
|
HasValidNavmesh() |
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K2_ReplaceAreaInTileBounds ( |
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SetDrawDistance ( |
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SetMinimumSizeForChaosNavMeshInfluence ( |
Name |
Description |
|
---|---|---|
|
FRaycastResult |
Name |
Description |
---|---|
FNavPolyFlags |
Name |
Description |
---|---|
DrawDistanceSq |
Squared draw distance |
MinimumSizeForChaosNavMeshInfluenceSq |
MinimumSizeForChaosNavMeshInfluence |
NavLinkFlag |
Contains last available dtPoly's flag bit set (8th bit at the moment of writing) |
Name | Description | ||
---|---|---|---|
|
float |
AgentMaxHeight |
[ARecastNavMesh.AgentMaxHeight](API\Runtime\NavigationSystem\NavMesh\ARecastNavMesh\AgentMaxHeight) has been deprecated as it has no use. Use AgentHeight instead. |