Navigation
API > API/Runtime > API/Runtime/Engine
| Name | ANavigationObjectBase |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/NavigationObjectBase.h |
| Include Path | #include "Engine/NavigationObjectBase.h" |
Syntax
UCLASS (HideCategories=(Lighting, LightColor, Force), ClassGroup=Navigation, NotBlueprintable,
Abstract, MinimalAPI)
class ANavigationObjectBase :
public AActor ,
public INavAgentInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ANavigationObjectBase
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ANavigationObjectBase
(
const FObjectInitializer& ObjectInitializer |
Engine/NavigationObjectBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsPIEPlayerStart | uint32 | True if this nav point was spawned to be a PIE player start. | Engine/NavigationObjectBase.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BadSprite | TObjectPtr< class UBillboardComponent > | Used to draw bad collision intersection in editor. | Engine/NavigationObjectBase.h | |
| CapsuleComponent | TObjectPtr< class UCapsuleComponent > | Engine/NavigationObjectBase.h | ||
| GoodSprite | TObjectPtr< class UBillboardComponent > | Normal editor sprite. | Engine/NavigationObjectBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FindBase() |
Engine/NavigationObjectBase.h | ||
UBillboardComponent * GetBadSprite() |
Returns BadSprite subobject | Engine/NavigationObjectBase.h | |
UCapsuleComponent * GetCapsuleComponent() |
Returns CapsuleComponent subobject | Engine/NavigationObjectBase.h | |
UBillboardComponent * GetGoodSprite() |
Returns GoodSprite subobject | Engine/NavigationObjectBase.h | |
APhysicsVolume * GetNavPhysicsVolume() |
Return Physics Volume for this Actor. | Engine/NavigationObjectBase.h | |
virtual bool ShouldBeBased() |
Engine/NavigationObjectBase.h | ||
virtual void Validate () |
Check to make sure the navigation is at a valid point. | Engine/NavigationObjectBase.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetSimpleCollisionCylinder
(
float& CollisionRadius, |
Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). | Engine/NavigationObjectBase.h | |
virtual void PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor | Engine/NavigationObjectBase.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditUndo() |
Engine/NavigationObjectBase.h |
Overridden from INavAgentInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetMoveGoalReachTest
(
const AActor* MovingActor, |
Get cylinder for testing if actor has been reached | Engine/NavigationObjectBase.h | |
virtual FVector GetNavAgentLocation() |
INavAgentInterface start. | Engine/NavigationObjectBase.h |