| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/NavigationSystem/Public/NavSystemConfigOverride.h |
Include |
#include "NavSystemConfigOverride.h" |
class ANavSystemConfigOverride : public AActor
Name | Description | ||
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uint8: 1 |
bLoadOnClient |
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NavigationSystemConfig |
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OverridePolicy |
If there's already a NavigationSystem instance in the world how should this nav override behave |
Name | Description | |
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ANavSystemConfigOverride ( |
Name | Description | ||
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AppendToNavSystem ( |
Appends non-conflicting information (like supported agents) to a pre-existing nav system instance |
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ApplyChanges() |
Made an explicit function since rebuilding navigation system can be expensive |
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ApplyConfig() |
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InitializeForWorld ( |
Called only in the editor mode |
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OverrideNavSystem() |
Virtual void CheckForErrors() override; |
Name | Description | ||
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BeginPlay() |
Overridable native event for when play begins for this actor. |
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PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay |
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PostUnregisterAllComponents() |
Called after all currently registered components are cleared |
Name | Description | ||
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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. |