ANavSystemConfigOverride

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

ANavSystemConfigOverride

References

Module

NavigationSystem

Header

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

Include

#include "NavSystemConfigOverride.h"

Syntax

class ANavSystemConfigOverride : public AActor

Variables

Name Description

Protected variable

uint8: 1

 

bLoadOnClient

Protected variable

TObjectPtr< UNa...

 

NavigationSystemConfig

Protected variable

ENavSystemOverr...

 

OverridePolicy

If there's already a NavigationSystem instance in the world how should this nav override behave

Constructors

Name Description

Public function

ANavSystemConfigOverride

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Virtual

void

 

AppendToNavSystem

(
    UNavigationSystemBase& PrevNavSys
)

Appends non-conflicting information (like supported agents) to a pre-existing nav system instance

Public function

void

 

ApplyChanges()

Made an explicit function since rebuilding navigation system can be expensive

Protected function

void

 

ApplyConfig()

Protected function

void

 

InitializeForWorld

(
    UNavigationSystemBase* NewNavS...,
    UWorld* World,
    const FNavigationSystemRunMode RunM...
)

Called only in the editor mode

Protected function Virtual

void

 

OverrideNavSystem()

Virtual void CheckForErrors() override;

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

PostUnregisterAllComponents()

Called after all currently registered components are cleared

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.