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API > API/Plugins > API/Plugins/Mover > API/Plugins/Mover/DefaultMovementSet > API/Plugins/Mover/DefaultMovementSet/Modes
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBaseMovementMode
- UNavWalkingMode
References
| Module | Mover |
| Header | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/DefaultMovementSet/Modes/NavWalkingMode.h |
| Include | #include "DefaultMovementSet/Modes/NavWalkingMode.h" |
Syntax
UCLASS (Blueprintable, BlueprintType)
class UNavWalkingMode : public UBaseMovementMode
Remarks
NavWalkingMode: a default movement mode for traversing surfaces and movement bases by using an active navmesh when moving the actor rather than collision checks. Note: This movement mode requires a NavMoverComponent be on the actor to function properly. This mode also contains some randomization to avoid navmesh look ups happening at the same time (which is fine for AI characters running on the server) but may cause issues if used on autonomous proxies.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bProjectNavMeshOnBothWorldChannels | Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming | |
| bool | bProjectNavMeshWalking | Whether to raycast to underlying geometry to better conform navmesh-walking actors | |
| bool | bSweepWhileNavWalking | Whether or not the actor should sweep for collision geometry while walking. | |
| FNavLocation | CachedNavLocation | Last known location projected on navmesh | |
| TObjectPtr< const UCommonLegacyMovementSettings > | CommonLegacySettings | ||
| float | NavMeshProjectionHeightScaleDown | Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction. | |
| float | NavMeshProjectionHeightScaleUp | Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction. | |
| float | NavMeshProjectionInterpSpeed | Speed at which to interpolate agent navmesh offset between traces. | |
| float | NavMeshProjectionInterval | How often we should raycast to project from navmesh to underlying geometry | |
| float | NavMeshProjectionTimer | ||
| TObjectPtr< UNavMoverComponent > | NavMoverComponent | Associated Movement component that will actually move the actor | |
| TObjectPtr< UObject > | TurnGenerator | Optional modular object for generating rotation towards desired orientation. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CaptureFinalState
(
USceneComponent* UpdatedComponent, |
||
| void | FindBestNavMeshLocation
(
const FVector& TraceStart, |
Performs trace for ProjectLocationFromNavMesh | |
| bool | FindNavFloor
(
const FVector& TestLocation, |
Project a location to navmesh to find adjusted height. | |
| const INavigationDataInterface * | GetNavData () |
Get Navigation data for the actor. Returns null if there is no associated nav data. | |
| UObject * | Returns the active turn generator. Note: you will need to cast the return value to the generator you expect to get, it can also be none. | ||
| FVector | ProjectLocationFromNavMesh
(
float DeltaSeconds, |
Attempts to better align navmesh walking actors with underlying geometry (sometimes navmesh can differ quite significantly from geometry). | |
| void | SetCollisionForNavWalking
(
bool bEnable |
Switch collision settings for NavWalking mode (ignore world collisions) | |
| void | SetTurnGeneratorClass
(
TSubclassOf< UObject > TurnGeneratorClass |
Sets the active turn generator to use the class provided. Note: To set it back to the default implementation pass in none. | |
| FRelativeBaseInfo | UpdateFloorAndBaseInfo
(
const FFloorCheckResult& FloorResult |
Overridden from UBaseMovementMode
| Type | Name | Description | |
|---|---|---|---|
| void | OnActivate () |
||
| void | OnDeactivate () |
||
| void | OnGenerateMove
(
const FMoverTickStartData& StartState, |
||
| void | OnRegistered
(
const FName ModeName |
||
| void | OnSimulationTick
(
const FSimulationTickParams& Params, |
||
| void |