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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/NavigationSystem/Public/NavigationData.h |
Include |
#include "NavigationData.h" |
class ANavigationData :
public AActor,
public INavigationDataInterface
Represents abstract Navigation Data (sub-classed as NavMesh, NavGraph, etc) Used as a common interface for all navigation types handled by NavigationSystem
Name | Description | ||
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ActivePaths |
Container for all path objects generated with this Navigation Data instance. |
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ActivePathsLock |
Synchronization object for paths registration from main thread and async pathfinding thread |
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AreaClassToIdMap |
Mapping for SupportedAreas |
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uint32: 1 |
bAutoDestroyWhenNoNavigation |
Should this instance auto-destroy when there's no navigation system on world when it gets created/loaded |
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uint32: 1 |
bCanBeMainNavData |
If set, navigation data can act as default one in navigation system's queries |
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uint32: 1 |
bCanSpawnOnRebuild |
If set, navigation data will be spawned in persistent level during rebuild if actor doesn't exist |
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uint32: 1 |
bEnableDrawing |
If set to true then this navigation data will be drawing itself when requested as part of "show navigation" |
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uint32: 1 |
bForceRebuildOnLoad |
Game-time config |
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uint32: 1 |
bIsBuildingOnLoad |
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uint32: 1 |
bRebuildingSuspended |
Set via SetRebuildingSuspended and controlling if RebuildDirtyAreas get passed over to the generator instantly or cached in SuspendedDirtyAreas to be applied at later date with SetRebuildingSuspended(false) call |
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uint32: 1 |
bRegistered |
Whether this instance is registered with Navigation System |
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uint32: 1 |
bSupportsDefaultAgent |
Was it generated for default agent (SupportedAgents[0]) |
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DataVersion |
Navigation data versioning. |
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DefaultQueryFilter |
Query filter used when no other has been passed to relevant functions |
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FindHierarchicalPathImplementation |
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FindPathImplementation |
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NavDataConfig |
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TSharedPtr< FNa... |
NavDataGenerator |
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float |
NextObservedPathsTickInSeconds |
Contains how much time left to the next ObservedPaths processing |
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ObservedPaths |
Contains paths that requested observing its goal's location. |
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float |
ObservedPathsTickInterval |
All observed paths will be processed every ObservedPathsTickInterval seconds |
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QueryFilters |
Map of query filters by UNavigationQueryFilter class |
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RaycastImplementation |
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TObjectPtr< UPr... |
RenderingComp |
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RepathRequests |
Paths that requested re-calculation |
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RuntimeGeneration |
Navigation data runtime generation options |
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SupportedAreas |
Serialized area class - ID mapping |
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SuspendedDirtyAreas |
Caches requests to rebuild dirty areas while nav rebuilding is suspended via SetRebuildingSuspended(true) call. |
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TestHierarchicalPathImplementation |
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TestPathImplementation |
Name | Description | |
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ANavigationData ( |
Name | Description | ||
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BatchProjectPoints ( |
Batches ProjectPoint's work for efficiency |
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BatchProjectPoints ( |
Project batch of points using shared search filter. |
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BatchRaycast ( |
Raycasts batched for efficiency |
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BeginBatchQuery() |
Batch processing (important with async rebuilding) |
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ENavigationQ... |
CalcPathCost ( |
Calculates path from PathStart to PathEnd and retrieves its cost. |
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ENavigationQ... |
CalcPathLength ( |
Calculates path from PathStart to PathEnd and retrieves its length. |
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ENavigationQ... |
CalcPathLengthAndCost ( |
Calculates path from PathStart to PathEnd and retrieves its length. |
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CanBeMainNavData() |
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CancelBuild() |
Cancels current build |
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CanSpawnOnRebuild() |
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CleanUp() |
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CleanUpAndMarkPendingKill() |
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ConditionalConstructGenerator() |
Creates new generator in case navigation supports it |
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UPrimitiveCo... |
ConstructRenderingComponent() |
All the rest |
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FNavPathShar... |
CreatePathInstance ( |
Created an instance of navigation path of specified type. |
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DoesNodeContainLocation ( |
Checks if specified navigation node contains given location |
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DoesSupportAgent ( |
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EnsureBuildCompletion() |
Blocks until navigation build is complete |
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FillConfig ( |
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FillNavigationDataChunkActor ( |
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FPathFinding... |
FindHierarchicalPath ( |
Synchronously looks for a path from to for agent with properties . |
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FPathFinding... |
FindPath ( |
Synchronously looks for a path from to for agent with properties . |
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FinishBatchQuery() |
Finishes batch processing and release locks |
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const UClass... |
GetAreaClass ( |
Get class associated with AreaID |
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GetAreaID ( |
Get ID assigned to AreaClas or -1 when not assigned |
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GetBounds() |
Returns bounding box for the navmesh. |
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const FNavDa... |
GetConfig() |
Generation & data access. |
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GetDefaultQueryExtent() |
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FSharedConst... |
GetDefaultQueryFilter() |
Querying. |
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const INavig... |
GetDefaultQueryFilterImpl() |
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FNavDataGene... |
GetGenerator() |
Retrieves navigation data generator |
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const FNavDa... |
GetGenerator() |
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GetMaxSupportedAreas() |
Get max areas supported by this navigation data |
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GetNavDataUniqueID() |
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GetNavigableBounds() |
Returns list of navigable bounds. |
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GetNavigableBoundsInLevel ( |
Returns list of navigable bounds that belongs to specific level |
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GetNewAreaID ( |
Get ID to assign for newly added area |
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GetNumSuspendedDirtyAreas() |
Retrieves the number of suspended dirty areas |
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FSharedConst... |
GetQueryFilter |
Filters. |
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GetRandomPoint ( |
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GetRandomPointInNavigableRadius ( |
Finds a random location in navigable space, in given Radius |
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GetRandomReachablePointInRadius ( |
Finds a random location in Radius, reachable from Origin |
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ERuntimeGene... |
GetRuntimeGenerationMode() |
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GetSupportedAreas ( |
Read all supported areas |
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float |
GetWorldTimeStamp() |
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InstantiateAndRegisterRenderingComponent() |
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IsAreaAssigned ( |
Check if AreaID was assigned to class (class itself may not be loaded yet!) |
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IsBuildingOnLoad() |
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IsDrawingEnabled() |
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IsRebuildingSuspended() |
Retrieves if this NavData instance's navigation generation is suspended |
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IsRegistered() |
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IsSupportingDefaultAgent() |
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LogMemUsed() |
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NeedsRebuild() |
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NeedsRebuildOnLoad() |
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OnNavAreaAdded |
Areas. |
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OnNavAreaChanged() |
Called after changes to registered area classes |
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OnNavAreaEvent ( |
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OnNavAreaRemoved ( |
Area was removed from navigation system |
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OnNavigationBoundsChanged() |
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OnRegistered() |
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OnStreamingLevelAdded |
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OnStreamingLevelRemoved |
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OnStreamingNavDataAdded ( |
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OnStreamingNavDataRemoved ( |
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OnUnregistered() |
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ProcessNavAreas |
Add all existing areas |
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PurgeUnusedPaths() |
Removes from ActivePaths all paths that no longer have shared references (and are invalid in fact) |
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Raycast ( |
Synchronously makes a raycast on navigation data using QueryFilter |
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RebuildAll() |
Triggers rebuild in case navigation supports it |
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RebuildDirtyAreas ( |
Request navigation data update after changes in nav octree |
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RegisterActivePath ( |
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RegisterAsNavAreaClassObserver() |
Releases navigation generator if any has been created register self with navigation system as new NavAreaDefinition(s) observer |
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RegisterObservedPath ( |
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RemoveQueryFilter |
Removes cached query filter |
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RequestRegistration() |
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RequestRePath ( |
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RestrictBuildingToActiveTiles ( |
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SetConfig ( |
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SetIsBuildingOnLoad ( |
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SetNavRenderingEnabled ( |
Updates state of rendering component |
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SetRebuildingSuspended ( |
Configures this NavData instance's navigation generation to be suspended or active. |
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SetSupportsDefaultAgent ( |
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StoreQueryFilter ( |
Store cached query filter |
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SupportsRuntimeGeneration() |
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SupportsStreaming() |
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TestHierarchicalPath ( |
Synchronously checks if path between two points exists using hierarchical graph FNavAgentProperties will be found automatically |
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TestPath ( |
Synchronously checks if path between two points exists FNavAgentProperties will be found automatically |
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TickAsyncBuild ( |
Ticks navigation build If the generator is set to time sliced rebuild then this function will only get called when there is sufficient time (effectively roughly once in n frames where n is the number of time sliced nav data generators currently building) |
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UpdateCustomLink ( |
Custom navigation links. |
Name | Description | ||
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ApplyWorldOffset |
Called by owning level to shift an actor location and all relevant data structures by specified delta |
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CanChangeIsSpatiallyLoadedFlag() |
Returns true if this actor allows changing the spatially loaded flag. |
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Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
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RerunConstructionScripts() |
Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. |
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SupportsExternalPackaging() |
Does this actor supports external packaging? |
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TickActor ( |
Dispatches the once-per frame Tick() function for this actor |
Name | Description | ||
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostInitProperties() |
Life cycle. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name | Description | ||
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FindMoveAlongSurface ( |
Tries to move current nav location towards target constrained to navigable area. |
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ProjectPoint ( |
Tries to project given Point to this navigation type, within given Extent. |
Name |
Description |
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FFindPathPtr |
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FNavRaycastPtr |
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FTestPathPtr |
Name | Description | ||
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uint32: 1 |
bRebuildAtRuntime_DEPRECATED |
If true, the NavMesh can be dynamically rebuilt at runtime. |
Name | Description | ||
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DrawDebugPath ( |
Use version that takes LifeTime instead. |
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DrawDebugPath ( |
Use version that takes LifeTime instead. |