| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/NavigationSystem/Public/NavigationSystem.h |
Include |
#include "NavigationSystem.h" |
class UNavigationSystemV1 : public UNavigationSystemBase
Name | Description | ||
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AbstractNavData |
Special navigation data for managing direct paths, not part of NavDataSet! |
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float |
ActiveTilesUpdateInterval |
Minimal time, in seconds, between active tiles set update |
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AgentToNavDataMap |
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AsyncPathFindingCompletedQueries |
Queued async pathfinding results computed by the dedicated task in the last frame and ready to dispatch in the next update. |
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AsyncPathFindingQueries |
Queued async pathfinding queries to process in the next update. |
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AsyncPathFindingTask |
Graph event that the main thread will wait for to synchronize with the async pathfinding task, if any. |
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bAbortAsyncQueriesRequested |
Flag used by main thread to ask the async pathfinding task to stop and postpone remaining queries, if any. |
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uint32: 1 |
bAllowClientSideNavigation |
If false, will not create nav collision when connecting as a client |
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uint8: 1 |
bAsyncBuildPaused |
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uint32: 1 |
bAutoCreateNavigationData |
Should navigation system spawn default Navigation Data when there's none and there are navigation bounds present? |
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uint8: 1 |
bCleanUpDone |
Set when the NavSys instance has been cleaned up. This is an irreversible state |
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uint32: 1 |
bGenerateNavigationOnlyAroundNavigationInvokers |
If set to true navigation will be generated only around registered "navigation enforcers" This has a range of consequences (including how navigation octree operates) so it needs to be a conscious decision. |
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uint32: 1 |
bInitialBuildingLocked |
If set to true will result navigation system not rebuild navigation until a call to ReleaseInitialBuildingLock() is called. |
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uint8: 1 |
bInitialLevelsAdded |
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uint8: 1 |
bInitialSetupHasBeenPerformed |
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uint32: 1 |
bShouldDiscardSubLevelNavData |
If true, games should ignore navigation data inside loaded sublevels |
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uint32: 1 |
bSkipAgentHeightCheckWhenPickingNavData |
False by default, if set to true will result in not caring about nav agent height when trying to match navigation data to passed in nav agent |
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uint32: 1 |
bSpawnNavDataInNavBoundsLevel |
If true will try to spawn the navigation data instance in the sublevel with navigation bounds, if false it will spawn in the persistent level |
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uint32: 1 |
bSupportRebuilding |
Gets set to true if gathering navigation data (like in navoctree) is required due to the need of navigation generation Is always true in Editor Mode. |
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uint32: 1 |
bTickWhilePaused |
If true, will update navigation even when the game is paused |
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uint32: 1 |
bWholeWorldNavigable |
If set to true (default) navigation will be generated only within special navigation bounds volumes (like ANavMeshBoundsVolume). |
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uint8: 1 |
bWorldInitDone |
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TSoftClassPtr< ... |
CrowdManagerClass |
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CurrentlyDrawnNavDataIndex |
Indicates which of multiple navigation data instances to draw |
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CustomLinksMap |
Map of all custom navigation links, that are relevant for path following |
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DataGatheringMode |
Sets how navigation data should be gathered when building collision information |
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DefaultAgentName |
If not None indicates which of navigation datas and supported agents are going to be used as the default ones. |
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DefaultDirtyAreasController |
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DefaultOctreeController |
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float |
DirtyAreaWarningSizeThreshold |
-1 by default, if set to a positive value dirty areas with any dimensions in 2d over the threshold created at runtime will be logged |
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HotReloadDelegateHandle |
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InitialNavBuildingLockFlags |
Set of locking flags applied on startup of navigation system |
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MainNavData |
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NavAreaClasses |
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NavBuildingLockFlags |
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NavDataRegistration |
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NavDataRegistrationQueue |
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NavDataRegistrationSection |
Async queries |
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NavDataSet |
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NavigableWorldBounds |
Cached navigable world bounding box |
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NavRegenTimeSliceManager |
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NavUpdateLockFlags |
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OnNavDataRegisteredEvent |
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OnNavigationGenerationFinishedDelegate |
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OnNavigationInitDone |
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OperationMode |
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PendingNavBoundsUpdates |
List of pending navigation bounds update requests (add, remove, update size) |
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RegisteredNavBounds |
All areas where we build/have navigation |
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SupportedAgents |
List of agents types supported by this navigation system |
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SupportedAgentsMask |
NavigationSystem's properties in Project Settings define all possible supported agents, but a specific navigation system can choose to support only a subset of agents. |
Name | Description | |
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UNavigationSystemV1 ( |
Name | Description | |
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~UNavigationSystemV1() |
Name | Description | ||
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AbortAsyncFindPathRequest ( |
Removes query indicated by given ID from queue of path finding requests to process. |
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AddAsyncQuery ( |
Adds given request to requests queue. it's to be called only on game thread only |
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AddDirtyArea |
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AddDirtyAreas |
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AddElementToNavOctree ( |
Adds given element to NavOctree. |
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AddLevelCollisionToOctree ( |
Add BSP collision data to navigation octree |
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AddLevelToOctree ( |
Called during ConditionalPopulateNavOctree and gives subclassess a chance to influence what gets added |
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AddNavigationBounds ( |
Adds data to RegisteredNavBounds |
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AddNavigationBoundsUpdateRequest ( |
Adds navigation bounds update request to a pending list |
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AddNavigationBuildLock ( |
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AddNavigationUpdateLock ( |
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AddReferencedObjects ( |
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ApplySupportedAgentsFilter() |
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Build() |
Building |
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CalcTimeSlicedUpdateData |
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CancelBuild() |
Cancels all currently running navigation builds |
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CanRebuildDirtyNavigation() |
Checks if dirty navigation data can rebuild itself |
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ClearNavOctreeAll ( |
Removes all navoctree entries for actor and its components |
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ConditionalPopulateNavOctree() |
Called in places where we need to spawn the NavOctree, but is checking additional conditions if we really want to do that depending on navigation data setup among others |
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ConfigureAsStatic ( |
Call with bEnableStatic == true to signal the NavigationSystem it doesn't need to store any navigation-generation-related data at game runtime, because nothing is going to use it anyway. |
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ConstructNavOctree() |
Called to instantiate NavigationSystem's NavOctree instance |
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CreateCrowdManager() |
Spawn new crowd manager |
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FSharedNavQu... |
CreateDefaultQueryFilterCopy() |
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ANavigationD... |
CreateNavigationDataInstanceInLevel ( |
Constructs a navigation data instance of specified NavDataClass, in passed Level for supplied NavConfig. |
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UNavigationS... |
CreateNavigationSystem ( |
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CycleNavigationDataDrawn() |
Debug |
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DemandLazyDataGathering ( |
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DescribeFilterFlags |
Prepare descriptions of navigation flags in UNavigationQueryFilter class: using array |
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DescribeFilterFlags ( |
Filters. |
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DestroyNavOctree() |
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DispatchAsyncQueriesResults ( |
Broadcasts completion delegate for all completed async pathfinding requests. |
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DoesPathIntersectBox ( |
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DoesPathIntersectBox ( |
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DoInitialSetup() |
Sets up SuportedAgents and NavigationDataCreators. |
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FillInstantiatedDataMask |
Fills a mask indicating which navigation data associated to the supported agent mask are already instantiated. |
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FindElementsInNavOctree ( |
Find all elements in navigation octree within given box (intersection) |
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FindPathAsync ( |
Asynchronously looks for a path from to for agent with properties . |
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FPathFinding... |
FindPathSync ( |
Does a simple path finding from to on specified NavData. |
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FPathFinding... |
FindPathSync ( |
Synchronously looks for a path from to for agent with properties . |
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UNavigationP... |
FindPathToActorSynchronously ( |
Finds path instantly, in a FindPath Synchronously. |
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UNavigationP... |
FindPathToLocationSynchronously ( |
Finds path instantly, in a FindPath Synchronously. |
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GatherNavigationBounds() |
Searches for all valid navigation bounds in the world and stores them |
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ANavigationD... |
GetAbstractNavData() |
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GetAllAttachedActors |
A helper function that gathers all actors attached to RootActor and fetches them back. |
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UCrowdManage... |
GetCrowdManager() |
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UNavigationS... |
GetCurrent ( |
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UNavigationS... |
GetCurrent ( |
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INavLinkCust... |
GetCustomLink ( |
Find custom link by unique ID |
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const FNavig... |
GetDataForObject ( |
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ANavigationD... |
GetDefaultNavDataInstance |
Returns the world default navigation data instance. Creates one if it doesn't exist. |
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ANavigationD... |
GetDefaultNavDataInstance() |
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const FNavDa... |
GetDefaultSupportedAgent() |
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const FNavDa... |
GetDefaultSupportedAgentConfig() |
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const TArray... |
GetInvokerLocations() |
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GetIsAutoUpdateEnabled() |
Checks if auto-rebuilding navigation data is enabled. |
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GetLevelBounds ( |
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ANavigationD... |
GetMainNavDataChecked() |
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FNavigationR... |
GetMutableDataForObject ( |
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FNavigationO... |
GetMutableNavOctree() |
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FNavRegenTim... |
GetMutableNavRegenTimeSliceManager() |
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GetNavAgentPropertiesArray ( |
Fetch the array of all nav-agent properties. |
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INavigationD... |
GetNavDataForActor ( |
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ANavigationD... |
GetNavDataForAgentName ( |
Goes through all registered NavigationData instances and retrieves the one supporting agent named AgentName |
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ANavigationD... |
GetNavDataForProps ( |
Looks up NavData appropriate for specified movement properties and returns it. |
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ANavigationD... |
GetNavDataForProps ( |
Looks for NavData generated for specified movement properties and returns it. NULL if not found; |
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const ANavig... |
GetNavDataForProps ( |
Looks for NavData generated for specified movement properties and returns it. |
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ANavigationD... |
GetNavDataWithID ( |
It looks only through registered navigation data |
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const TSet< ... |
GetNavigationBounds() |
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int |
GetNavigationBoundsForNavData ( |
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UNavigationS... |
GetNavigationSystem ( |
Blueprint functions. |
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const FNavig... |
GetNavOctree() |
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GetNavOctreeElementData |
Read element data from navigation octree |
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GetNumDirtyAreas() |
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GetNumRemainingBuildTasks() |
Used to display "navigation building in progress" counter |
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GetNumRunningBuildTasks() |
Number of currently running tasks |
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const FOctre... |
GetObjectsNavOctreeId ( |
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GetOnScreenMessages |
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ENavigationQ... |
GetPathCost ( |
Potentially expensive. |
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ENavigationQ... |
GetPathCost ( |
Calculates a path from PathStart to PathEnd and retrieves its cost. |
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ENavigationQ... |
GetPathLength ( |
Potentially expensive. Use with caution |
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ENavigationQ... |
GetPathLength ( |
Calculates a path from PathStart to PathEnd and retrieves its overestimated length. |
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ENavigationQ... |
GetPathLengthAndCost ( |
Calculates a path from PathStart to PathEnd and retrieves its overestimated length and cost. |
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GetRandomPoint ( |
Finds random point in navigable space |
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GetRandomPointInNavigableRadius ( |
Finds random, point in navigable space restricted to Radius around Origin. |
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GetRandomReachablePointInRadius ( |
Finds random, reachable point in navigable space restricted to Radius around Origin |
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FNavigationS... |
GetRunMode() |
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ERuntimeGene... |
GetRuntimeGenerationType() |
Return "Strongest" runtime generation type required by registered navigation data objects Depends on runtime generation settings of each navigation data, always ERuntimeGenerationType::Dynamic in the editor world |
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GetSupportedAgentIndex ( |
Find index in SupportedAgents array for given navigation data |
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GetSupportedAgentIndex ( |
Find index in SupportedAgents array for agent type |
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const TArray... |
GetSupportedAgents() |
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FNavAgentSel... |
GetSupportedAgentsMask() |
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UWorld * |
GetWorld() |
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GetWorldBounds() |
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HandleCountNavMemCommand() |
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HandleCycleNavDrawnCommand ( |
Exec command handlers |
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HasDirtyAreasQueued() |
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HashObject ( |
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HasPendingObjectNavOctreeId ( |
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InitializeLevelCollisions() |
Adds BSP collisions of currently streamed in levels to octree |
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IsActiveTilesGenerationEnabled() |
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IsInitialized() |
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IsNavigationBeingBuilt ( |
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IsNavigationBeingBuiltOrLocked ( |
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IsNavigationBuildingLocked ( |
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IsNavigationBuildingPermanentlyLocked() |
Check if building is permanently locked to avoid showing navmesh building notify (due to queued dirty areas) |
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IsNavigationBuildInProgress() |
Determines whether any generator is performing navigation building actions at the moment, dirty areas are also checked |
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IsNavigationDirty() |
Checks if navigation/navmesh is dirty and needs to be rebuilt |
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IsNavigationOctreeLocked() |
Check if navigation octree updates are currently ignored |
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IsNavigationRegisterLocked() |
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IsNavigationRelevant ( |
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IsNavigationSystemStatic() |
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IsNavigationUnregisterLocked() |
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IsNavigationUpdateLocked() |
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IsSetUpForLazyGeometryExporting() |
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IsThereAnywhereToBuildNavigation() |
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K2_GetRandomLocationInNavigableRadius ( |
Generates a random location in navigable space within given radius of Origin. |
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K2_GetRandomReachablePointInRadius ( |
Generates a random location reachable from given Origin location. |
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K2_ProjectPointToNavigation ( |
Project a point onto the NavigationData |
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K2_ReplaceAreaInOctreeData ( |
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LogNavDataRegistrationResult |
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NavigationRaycast ( |
Performs navigation raycast on NavigationData appropriate for given Querier. |
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OnActorMoved ( |
Delegate handler for ActorMoved events |
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OnActorRegistered ( |
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OnActorUnregistered ( |
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OnBeginTearingDown ( |
Called as part of UWorld::BeginTearingDown |
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OnComponentRegistered ( |
Navigation octree related functions |
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OnComponentUnregistered ( |
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OnHotReload ( |
Called to notify NavigaitonSystem about finished hot reload |
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OnLevelAddedToWorld |
Handler for FWorldDelegates::LevelAddedToWorld event |
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OnLevelRemovedFromWorld |
Handler for FWorldDelegates::LevelRemovedFromWorld event |
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OnNavigationAreaEvent ( |
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OnNavigationBoundsAdded ( |
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OnNavigationBoundsRemoved ( |
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OnNavigationBoundsUpdated ( |
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OnNavigationDirtied ( |
Delegate handler called when navigation is dirtied |
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OnNavigationGenerationFinished ( |
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OnPIEEnd() |
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OnPIEStart() |
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OnPostLoadMap ( |
Delegate handler for PostLoadMap event |
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OnWorldInitDone ( |
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OnWorldPostActorTick ( |
Handler for FWorldDelegates::OnWorldPostActorTick event |
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OverrideSupportedAgents ( |
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PerformAsyncQueries ( |
Processes pathfinding requests given in PathFindingQueries. |
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PerformNavigationBoundsUpdate ( |
Used to apply updates of nav volumes in navigation system's tick |
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PostponeAsyncQueries() |
Requests the async pathfinding task to abort and waits for it to complete before resuming the main thread. |
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ProcessCustomLinkPendingRegistration() |
Registers CustomLinks awaiting registration in PendingCustomLinkRegistration |
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ProcessRegistrationCandidates() |
Processes registration of candidates queues via RequestRegistration and stored in NavDataRegistrationQueue |
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ProjectPointToNavigation ( |
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ProjectPointToNavigation ( |
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RebuildAll ( |
Triggers navigation building on all eligible navigation data. |
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RebuildDirtyAreas ( |
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RegisterCustomLink ( |
Custom navigation links. |
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RegisterInvoker ( |
Active tiles. |
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RegisterNavAreaClass ( |
Tries to register navigation area |
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ERegistratio... |
RegisterNavData ( |
Registers given navigation data with this Navigation System. |
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RegisterNavigationDataInstances() |
Processes all NavigationData instances in UWorld owning navigation system instance, and registers all previously unregistered |
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RegisterNavigationInvoker ( |
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RegisterNavigationInvoker ( |
Registers given actor as a "navigation enforcer" which means navigation system will make sure navigation is being generated in specified radius around it. |
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FSetElementI... |
RegisterNavOctreeElement ( |
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ReleaseInitialBuildingLock() |
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RemoveLevelCollisionFromOctree ( |
Remove BSP collision data from navigation octree |
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RemoveNavigationBuildLock ( |
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RemoveNavigationUpdateLock ( |
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RemoveNavOctreeElementId ( |
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RemoveObjectsNavOctreeId ( |
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ReplaceAreaInOctreeData ( |
Fetched Object's data from the octree and replaces occurences of OldArea with NewArea |
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RequestAreaRegistering ( |
Areas. |
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RequestAreaUnregistering ( |
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RequestCustomLinkRegistering ( |
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RequestCustomLinkUnregistering ( |
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RequestRegistrationDeferred ( |
Adds NavData to registration candidates queue - NavDataRegistrationQueue |
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RequiresNavOctree() |
Whether Navigation system needs to populate nav octree. |
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ResetCachedFilter |
Removes cached filters from currently registered navigation data |
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ResetMaxSimultaneousTileGenerationJobsCount() |
Brings limit of simultaneous navmesh tile generation jobs back to Project Setting's default value |
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SetCrowdManager ( |
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SetGeometryGatheringMode ( |
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SetMaxSimultaneousTileGenerationJobsCount ( |
Will limit the number of simultaneously running navmesh tile generation jobs to specified number. |
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SetNavigationAutoUpdateEnabled ( |
Allow editor to toggle whether seamless navigation building is enabled |
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SetNavigationOctreeLock ( |
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SetSupportedAgentsMask ( |
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SetSupportedAgentsNavigationClass ( |
Used to properly set navigation class for indicated agent and propagate information to other places (like project settings) that may need this information |
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SetUpdateNavOctreeOnComponentChange ( |
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ShouldAllowClientSideNavigation() |
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ShouldDiscardSubLevelNavData ( |
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ShouldGenerateNavigationEverywhere() |
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ShouldGeneratorRun ( |
Super-hacky safety feature for threaded navmesh building. |
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ShouldLoadNavigationOnClient ( |
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ShouldUpdateNavOctreeOnComponentChange() |
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SpawnMissingNavigationData() |
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SpawnMissingNavigationDataInLevel |
Spawns missing navigation data. |
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SupportsNavigationGeneration() |
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TestPathSync ( |
Synchronously check if path between two points exists Does not return path object, but will run faster (especially in hierarchical mode) |
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TriggerAsyncQueries ( |
Spawns a non-game-thread task to process requests given in PathFindingQueries. |
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UnregisterCustomLink ( |
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UnregisterInvoker ( |
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UnregisterNavAreaClass ( |
Tries to unregister navigation area |
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UnregisterNavData ( |
Bookkeeping. |
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UnregisterNavigationInvoker ( |
Removes given actor from the list of active navigation enforcers. |
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UnregisterNavigationInvoker ( |
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UnregisterNavOctreeElement ( |
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UnregisterUnusedNavData() |
Traverses SupportedAgents and for all agents not supported (i.e. filtered out by SupportedAgentsMask) checks if there's a currently registered NavigationData instance for that agent, and if so it unregisters that agent |
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UpdateAbstractNavData() |
Find or create abstract nav data |
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UpdateActorAndComponentsInNavOctree |
Update all navoctree entries for actor and its components |
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UpdateActorInNavOctree ( |
Update navoctree entry for specified actor/component |
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UpdateAttachedActorsInNavOctree ( |
Updates navoctree information on actors attached to RootActor |
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UpdateComponentInNavOctree ( |
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UpdateCustomLink ( |
Updates custom link for all active navigation data instances |
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UpdateLevelCollision ( |
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UpdateNavOctreeAfterMove ( |
Update all navoctree entries for actor and its non scene components after root movement |
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UpdateNavOctreeBounds ( |
Updates bounds of all components implementing INavRelevantInterface |
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UpdateNavOctreeElement ( |
Update single element in navoctree |
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UpdateNavOctreeElementBounds ( |
Update component bounds in navigation octree and mark only specified area as dirty, doesn't re-export component geometry |
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UpdateNavOctreeParentChain |
Force updating parent node and all its children |
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VerifyNavigationRenderingComponents ( |
New stuff |
Name | Description | ||
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AppendConfig ( |
Called when there's a need to extend current navigation system's config with information in NewConfig |
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ApplyWorldOffset |
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CleanUp ( |
Called upon UWorld destruction to release what needs to be released |
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Configure ( |
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INavigationD... |
GetMainNavData() |
Returns the world default navigation data instance. |
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InitializeForWorld ( |
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IsNavigationBuilt ( |
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OnInitializeActors() |
Called when owner-UWorld initializes actors |
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Tick ( |
Name | Description | ||
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name |
Description |
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ELockRemovalRebuildAction |
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EOctreeUpdateMode |
EOctreeUpdateMode is deprecated. Use FNavigationOctreeController::EOctreeUpdateMode instead. |
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ERegistrationResult |
Name |
Description |
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FOnNavigationDirty |
Delegate type for events that dirty the navigation data ( Params: const FBox& DirtyBounds ) |
Name |
Description |
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bIsPIEActive |
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bNavigationAutoUpdateEnabled |
Whether seamless navigation building is enabled |
bStaticRuntimeNavigation |
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bUpdateNavOctreeOnComponentChange |
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CustomLinkRegistrationSection |
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ExecHandler |
Self-registering exec command to handle nav sys console commands |
NavigationDirtyEvent |
Called after navigation influencing event takes place |
PendingCustomLinkRegistration |
Name | Description | ||
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uint8: 1 |
bCanAccumulateDirtyAreas |
This member is deprecated and no longer used. Please access DirtyAreasController instead |
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uint8: 1 |
bDirtyAreasReportedWhileAccumulationLocked |
This member is deprecated and no longer used. Please access DirtyAreasController instead |
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uint8: 1 |
bNavOctreeLock |
This member is deprecated and no longer used. Please access OctreeController instead |
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DirtyAreas |
This member is deprecated and no longer used. Please access DirtyAreasController instead |
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float |
DirtyAreasUpdateFreq |
This member is deprecated and no longer used. Please access DirtyAreasController instead |
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float |
DirtyAreasUpdateTime |
This member is deprecated and no longer used. Please access DirtyAreasController instead |
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TSharedPtr< FNa... |
NavOctree |
This member is deprecated and no longer used. Please access OctreeController instead |
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ObjectToOctreeId |
This member is deprecated and no longer used. Please access OctreeController instead |
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OctreeChildNodesMap |
This member is deprecated and no longer used. Please access OctreeController instead |
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PendingOctreeUpdates |
This member is deprecated and no longer used. Please access OctreeController instead |
Name | Description | ||
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ANavigationD... |
CreateNavigationDataInstance ( |
This function is deprecated. Please use CreateNavigationDataInstanceInLevel instead |
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TSubclassOf<... |
GetDefaultObstacleArea() |
UNavigationSystemV1::GetDefaultObstacleArea is deprecated. Use FNavigationSystem::GetDefaultObstacleArea instead |
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TSubclassOf<... |
GetDefaultWalkableArea() |
UNavigationSystemV1::GetDefaultWalkableArea is deprecated. Use FNavigationSystem::GetDefaultWalkableArea instead |
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GetRandomPointInNavigableRadius ( |
This version of GetRandomPointInNavigableRadius is deprecated. Please use the new version |
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GetRandomReachablePointInRadius ( |
This version of GetRandomReachablePointInRadius is deprecated. Please use the new version |
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IsNavigationBuildInProgress ( |
This function is deprecated. Please use IsNavigationBuildInProgress |
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K2_GetRandomPointInNavigableRadius ( |
This version is deprecated. Please use GetRandomLocationInNavigableRadius instead |
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ProjectPointToNavigation ( |
This version of ProjectPointToNavigation is deprecated. Please use the new version |
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RemoveNavigationBuildLock |
This version of RemoveNavigationBuildLock is deprecated. Please use the new version |
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RequestRegistration ( |
This version of RequestRegistration is deprecated. Please use the RequestRegistrationDeferred as the registration request is always queued now. |
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SetObjectsNavOctreeId ( |
This function is deprecated and no longer used. NavigationSystem is no longer involved in storing navoctree element IDs. See FNavigationOctree for more details. |
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SimpleMoveToActor ( |
SimpleMoveToActor is deprecated. Use UAIBlueprintHelperLibrary::SimpleMoveToActor instead |
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SimpleMoveToLocation ( |
SimpleMoveToLocation is deprecated. Use UAIBlueprintHelperLibrary::SimpleMoveToLocation instead |