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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

Potentially expensive. Use with caution. Consider using UPathFollowingComponent::GetRemainingPathCost instead

Target is Navigation System V1

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 Component

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

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