Actions
Add Local Navigation Grid for Box |
Add Local Navigation Grid for Box Target is Nav Local Grid Manager |
Add Local Navigation Grid for Capsule |
Add Local Navigation Grid for Capsule Target is Nav Local Grid Manager |
Add Local Navigation Grid for Point |
creates new grid data for single point Target is Nav Local Grid Manager |
Add Local Navigation Grid for Points |
creates single grid data for set of points Target is Nav Local Grid Manager |
Enable Recalculation on Invalidation |
if enabled path will request recalculation if it gets invalidated due to a change to underlying navigation Target is Navigation Path |
Find Local Navigation Grid Path |
Find Local Navigation Grid Path Target is Nav Local Grid Manager |
Find Path to Actor Synchronously |
Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node Target is Navigation System V1 |
Find Path to Location Synchronously |
Finds path instantly, in a FindPath Synchronously. Target is Navigation System V1 |
Get Immediate Move Destination |
Returns position of current path segment's end. Target is AIController |
Get Move Status |
Returns status of path following Target is AIController |
Get Navigation System |
Blueprint functions Target is Navigation System V1 |
Get Path Cost |
Get Path Cost Target is Navigation Path |
Get Path Following Component |
Returns PathFollowingComponent subobject * Target is AIController |
Get Path Length |
Potentially expensive. Use with caution Target is Navigation System V1 |
GetRandomLocationInNavigableRadius |
Generates a random location in navigable space within given radius of Origin. Target is Navigation System V1 |
GetRandomPointInNavigableRadius |
K2 Get Random Point in Navigable Radius Target is Navigation System V1 |
GetRandomReachablePointInRadius |
Generates a random location reachable from given Origin location. Target is Navigation System V1 |
Has Moving Agents |
check if any agent is moving through smart link right now Target is Nav Link Proxy |
Has Partial Path |
Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination). Target is AIController |
Is Navigation Being Built |
Is Navigation Being Built Target is Navigation System V1 |
Is Navigation Being Built or Locked |
Is Navigation Being Built or Locked Target is Navigation System V1 |
Is Partial |
Is Partial Target is Navigation Path |
Is Smart Link Enabled |
check if smart link is enabled Target is Nav Link Proxy |
Is String Pulled |
Is String Pulled Target is Navigation Path |
Is Valid |
Is Valid Target is Navigation Path |
Move to Actor |
Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following Target is AIController |
Move to Location |
Makes AI go toward specified Dest location, aborts any active path following Target is AIController |
Navigation Raycast |
Performs navigation raycast on NavigationData appropriate for given Querier. Target is Navigation System V1 |
On Navigation Bounds Updated |
@todo document Target is Navigation System V1 |
ProjectPointToNavigation |
Project a point onto the NavigationData Target is Navigation System V1 |
Register Navigation Invoker |
Registers given actor as a "navigation enforcer" which means navigation system will make sure navigation is being generated in specified radius around it. Note:: you need NavigationSystem's GenerateNavigationOnlyAroundNavigationInvokers to be set to true to take advantage of this feature Target is Navigation System V1 |
Remove Local Navigation Grid |
Remove Local Navigation Grid Target is Nav Local Grid Manager |
ReplaceAreaInOctreeData |
K2 Replace Area in Octree Data Target is Navigation System V1 |
Reset Max Simultaneous Tile Generation Jobs Count |
Brings limit of simultaneous navmesh tile generation jobs back to Project Setting's default value Target is Navigation System V1 |
Resume Path Following |
resume normal path following Target is Nav Link Proxy |
Set Area Class |
Set Area Class Target is Nav Modifier Volume |
Set Can Affect Navigation Generation |
Use SetCanAffectNavigationGeneration to change this value at runtime. Note that calling this function at runtime will result in any navigation change only if runtime navigation generation is enabled. Target is Pawn |
Set Local Navigation Grid Density |
Set Local Navigation Grid Density Target is Nav Local Grid Manager |
Set Max Simultaneous Tile Generation Jobs Count |
will limit the number of simultaneously running navmesh tile generation jobs to specified number. Target is Navigation System V1 |
Set Move Block Detection |
Updates state of movement block detection. Target is AIController |
Set Navigation Relevancy |
Set Navigation Relevancy Target is Nav Relevant Component |
Set Path Following Component |
Note that his function does not do any pathfollowing state transfer. Intended to be called as part of initialization/setup process Target is AIController |
Set Smart Link Enabled |
change state of smart link Target is Nav Link Proxy |
Simple Move to Actor |
Simple Move to Actor Target is AIBlueprint Helper Library |
Simple Move to Location |
Simple Move to Location Target is AIBlueprint Helper Library |
Stop Movement |
Aborts the move the controller is currently performing Target is Controller |
Unregister Navigation Invoker |
Removes given actor from the list of active navigation enforcers. See: RegisterNavigationInvoker for more details Target is Navigation System V1 |
Categories
Generation |
Generation |