Navigation
API > API/Plugins > API/Plugins/ZoneGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AZoneGraphData
References
| Module | ZoneGraph |
| Header | /Engine/Plugins/Runtime/ZoneGraph/Source/ZoneGraph/Public/ZoneGraphData.h |
| Include | #include "ZoneGraphData.h" |
Syntax
UCLASS&40;Config&61;ZoneGraph, defaultconfig, NotBlueprintable&41;
class AZoneGraphData : public AActor
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bEnableDrawing | If set to true then this zone graph data will be drawing itself when requested as part of "show navigation" | |
| bool | bRegistered | ||
| uint32 | CombinedShapeHash | Combined hash of all ZoneShapes that were used to build the data. | |
| TObjectPtr< UZoneGraphRenderingComponent > | RenderingComp | ||
| FZoneGraphStorage | ZoneStorage | ||
| FCriticalSection | ZoneStorageLock | Critical section to prevent rendering of the zone graph storage data while it's getting rebuilt |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AZoneGraphData
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FBox | GetBounds () |
||
| uint32 | |||
| const FZoneGraphStorage & | GetStorage () |
||
| FCriticalSection & | |||
| FZoneGraphStorage & | TODO: I wonder if the storage is unnecessary indirection? | ||
| bool | |||
| bool | IsRegistered () |
||
| void | OnRegistered
(
const FZoneGraphDataHandle DataHandle |
||
| void | |||
| bool | |||
| void | SetCombinedShapeHash
(
const uint32 Hash |
Sets Combined hash of all ZoneShapes that were used to build the data. | |
| bool | |||
| void |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| bool | Returns true if this actor allows changing the spatially loaded flag. | ||
| void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| void | Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. | ||
| void | Called after all currently registered components are cleared | ||
| void | Called before all the components in the Components array are registered, called both in editor and during gameplay |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostEditUndo () |
Called after applying a transaction to the object. | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |