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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- INavMovementInterface
- UNavMovementComponent
- UPawnMovementComponent
- UCharacterMovementComponent
- UFloatingPawnMovement
- USpectatorPawnMovement
- UNavMoverComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/NavMovementInterface.h |
Include | #include "GameFramework/NavMovementInterface.h" |
Syntax
class INavMovementInterface
Functions
Type | Name | Description | |
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bool | Returns true if agent can crouch | |
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bool | CanEverFly () |
Returns true if agent can fly |
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bool | CanEverJump () |
Returns true if agent can jump |
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bool | Returns true if agent can move along the ground (walk, drive, etc) | |
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bool | CanEverSwim () |
Returns true if agent can swim |
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bool | Returns true if path following can start | |
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bool | Check if current move target can be reached right now if positions are matching (e.g. performing scripted move and can't stop) | |
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FVector | Returns location of controlled agent's "feet" meaning center of bottom of collision shape | |
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FBasedPosition | Returns based location of controlled agent | |
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FVector | Get forward vector of the object being driven by nav movement | |
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FVector | GetLocation () |
Movement specific code but not specific to nav movement - could probably be pulled out into a separate interface if desired. |
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float | Get maximum movement speed of the agent | |
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const FNavAgentProperties & | Returns the NavAgentProperties(const) used by NavMovementInterface and PathFollowing | |
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FNavAgentProperties & | Returns the NavAgentProperties used by NavMovementInterface and PathFollowing | |
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FVector | Returns navigation location of controlled agent | |
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const FNavMovementProperties & | Returns the Nav movement properties struct (const) used by NavMovementInterface and PathFollowing | |
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FNavMovementProperties * | Returns the Nav movement properties struct used by NavMovementInterface and PathFollowing | |
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UObject * | Get the owner of the object consuming nav movement | |
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IPathFollowingAgentInterface * | Get path following agent this interface uses | |
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const IPathFollowingAgentInterface * | Get path following agent this interface uses(const) | |
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float | GetPathFollowingBrakingDistance
(
float MaxSpeed |
Returns braking distance for acceleration driven path following |
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void | GetSimpleCollisionCylinder
(
float& CollisionRadius, |
Get axis-aligned cylinder around this agent, used for simple collision checks in nav movement |
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FVector | Returns collision extents vector for this object | |
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TObjectPtr< UObject > | Get the Object this movement interface is updating | |
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FVector | Get the current velocity of the agent for nav movement | |
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bool | IsCrouching () |
Returns true if currently crouching |
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bool | IsFalling () |
Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground) |
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bool | IsFlying () |
Returns true if currently flying (moving through a non-fluid volume without resting on the ground) |
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bool | Returns true if currently moving on the ground (e.g. walking or driving) | |
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bool | IsSwimming () |
Returns true if currently swimming (moving through a fluid volume) |
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void | RequestDirectMove
(
const FVector& MoveVelocity, |
Path following: request movement through a velocity directly |
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void | RequestPathMove
(
const FVector& MoveInput |
Path following: request movement through a new move input (normal vector = full strength) |
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void | Resets runtime movement state to default movement capabilities | |
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void | SetFixedBrakingDistance
(
float DistanceToEndOfPath |
Set fixed braking distance |
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void | SetPathFollowingAgent
(
IPathFollowingAgentInterface* InPathFollowingAgent |
Set the path following agent this interface uses. |
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void | Begin: Functions to be implemented here for shared functionality. | |
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void | Stops movement by setting velocity to zero - Note: depending on the movement system this may take effect next tick | |
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void | Stops movement immediately (reset velocity) but keeps following current path | |
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void | UpdateNavAgent
(
const UObject& ObjectToUpdateFrom |
Set nav agent properties from an object |
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bool | Returns true if acceleration should be used for path following |