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Struct to hold properties a user might set for navigation movement
| Name | FNavMovementProperties |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h |
| Include Path | #include "AI/Navigation/NavigationTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FNavMovementProperties
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bStopMovementAbortPaths | bool | If set, StopActiveMovement call will abort current path following request | AI/Navigation/NavigationTypes.h |
|
| bUpdateNavAgentWithOwnersCollision | bool | If set to true, NavAgentProperties' radius and height will be updated with Owner's collision capsule size | AI/Navigation/NavigationTypes.h |
|
| bUseAccelerationForPaths | bool | If set, pathfollowing will control character movement via acceleration values. | AI/Navigation/NavigationTypes.h |
|
| bUseFixedBrakingDistanceForPaths | bool | If set, FixedPathBrakingDistance will be used for path following deceleration | AI/Navigation/NavigationTypes.h |
|
| FixedPathBrakingDistance | float | Braking distance override used with acceleration driven path following (bUseAccelerationForPaths) | AI/Navigation/NavigationTypes.h |
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