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