ANavigationTestingActor

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

ANavigationTestingActor

References

Module

NavigationSystem

Header

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

Include

#include "NavigationTestingActor.h"

Syntax

class ANavigationTestingActor :
    public AActor,
    public INavAgentInterface,
    public INavPathObserverInterface

Variables

Name Description

Public variable

uint32: 1

 

bBacktracking

Instead of regular pathfinding from source to target location do a 'backwards' search that searches from the source, but as if the allowed movement direction was coming from the target.

Public variable

uint32: 1

 

bDrawDistanceToWall

Public variable

uint32: 1

 

bGatherDetailedInfo

If set, all steps of A* algorithm will be accessible for debugging

Public variable

uint32: 1

 

bPathExist

Public variable

uint32: 1

 

bPathIsPartial

Public variable

uint32: 1

 

bPathSearchOutOfNodes

Public variable

uint32: 1

 

bProjectedLocationValid

Public variable

uint32: 1

 

bSearchStart

If set, start the search from this actor, else start the search from the other actor

Public variable

uint32: 1

 

bShouldBeVisibleInGame

Public variable

uint32: 1

 

bShowBestPath

Show current best path

Public variable

uint32: 1

 

bShowDiffWithPreviousStep

Show which nodes were modified in current A* step

Public variable

uint32: 1

 

bShowNodePool

Show polys from open (orange) and closed (yellow) sets

Public variable

uint32: 1

 

bUseHierarchicalPathfinding

Public variable

FVector

 

ClosestWallLocation

Public variable

TEnumAsByte< EN...

 

CostDisplayMode

Determines which cost will be shown

Public variable

float

 

CostLimitFactor

This multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFacotr*InitialHeuristicEstimate)

Public variable

TSubclassOf< cl...

 

FilterClass

"None" will result in default filter being used

Public variable

FNavPathSharedP...

 

LastPath

Public variable

float

 

MinimumCostLimit

Minimum cost limit clamping value (in cost units) used to allow large deviation in short paths

Public variable

TObjectPtr< ANa...

 

MyNavData

Public variable

FNavAgentProper...

 

NavAgentProps

Public variable

float

 

OffsetFromCornersDistance

Public variable

TObjectPtr< ANa...

 

OtherActor

Public variable

float

 

PathCost

Public variable

int32

 

PathfindingSteps

Public variable

float

 

PathfindingTime

Time in micro seconds

Public variable

FNavigationPath...

 

PathObserver

Public variable

FVector

 

ProjectedLocation

Public variable

FVector

 

QueryingExtent

Public variable

int32

 

ShowStepIndex

Public variable

FVector2D

 

TextCanvasOffset

Text canvas offset to apply

Constructors

Name Description

Public function

ANavigationTestingActor

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function Virtual

~ANavigationTestingActor()

Dtor

Functions

Name Description

Public function Virtual Const

FPathFinding...

 

BuildPathFindingQuery

(
    const ANavigationTestingActor*...
)

Virtual method to override if you want to customize the query being constructed for the path find (e.g. change the filter or add constraints/goal evaluators).

Protected function Const

FVector

 

FindClosestWallLocation()

Public function

void

 

GatherDetailedData

(
    ANavigationTestingActor* Goal
)

Public function Const

UCapsuleComp...

 

GetCapsuleComponent()

Returns CapsuleComponent subobject

Public function Const

UNavTestRend...

 

GetEdRenderComp()

Returns EdRenderComp subobject

Public function

void

 

OnPathEvent

(
    FNavigationPath* InvalidatedPa...,
    ENavPathEvent::Type Event
)

Called when given path becomes invalid (via

InvalidatedPath doesn't have to be instance's current Path

Public function Virtual

void

 

SearchPathTo

(
    ANavigationTestingActor* Goal
)

Public function

void

 

TickMe()

Public function

void

 

UpdateNavData()

Public function

void

 

UpdatePathfinding()

Overridden from AActor

Name Description

Public function Virtual

void

 

PostEditMove

(
    bool bFinished
)

Called after an actor has been moved in the editor

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Overridden from INavAgentInterface

Name Description

Public function Virtual Const

void

 

GetMoveGoalReachTest

(
    const AActor* MovingActor,
    const FVector& MoveOffset,
    FVector& GoalOffset,
    float& GoalRadius,
    float& GoalHalfHeight
)

Get cylinder for testing if actor has been reached

Public function Virtual Const

FVector

 

GetNavAgentLocation()

Retrieves Agent's location

Public function Virtual Const

const FNavAg...

 

GetNavAgentPropertiesRef()

Retrieves FNavAgentProperties expressing navigation props and caps of represented agent @note the function will be renamed to GetNavAgentProperties in 4.8.

Overridden from INavPathObserverInterface

Name Description

Public function Virtual

void

 

OnPathFailed

(
    INavigationPathGenerator* Path...
)

Called when path generation by PathGenerator fails

Public function Virtual

void

 

OnPathInvalid

(
    INavigationPathGenerator* Path...
)

Called when path generated by PathGenerator becomes invalid

Public function Virtual

void

 

OnPathUpdated

(
    INavigationPathGenerator* Path...
)

Called on Navigation Agent when given PathGenerator updated it's path.