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