UNavigationSystemV1::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.

Windows
MacOS
Linux

References

Module

NavigationSystem

Header

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

Include

#include "NavigationSystem.h"

Source

/Engine/Source/Runtime/NavigationSystem/Private/NavigationSystem.cpp

Syntax

static void ConfigureAsStatic
(
    bool bEnableStatic
)

Remarks

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. This will short-circuit all code related to navmesh rebuilding, so use it only if you have fully static navigation in your game. bEnableStatic = false will reset the mechanism.

this is not a runtime switch. It's highly advisable not to call it manually and use [UNavigationSystemModuleConfig.bStrictlyStatic](API\Runtime\NavigationSystem\UNavigationSystemModuleConfig\bStrictlyStatic) instead

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