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API > API/Runtime > API/Runtime/Engine
| Name | UNavigationSystemConfig |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/AI/NavigationSystemConfig.h |
| Include Path | #include "AI/NavigationSystemConfig.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, EditInlineNew,
DisplayName="Generic Navigation System Config", CollapseCategories, MinimalAPI)
class UNavigationSystemConfig : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNavigationSystemConfig
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNavigationSystemConfig
(
const FObjectInitializer& ObjectInitializer |
AI/NavigationSystemConfig.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DefaultAgentName | FName | If not None indicates which of navigation datas and supported agents are going to be used as the default ones. | AI/NavigationSystemConfig.h |
|
| NavigationSystemClass | FSoftClassPath | AI/NavigationSystemConfig.h |
|
|
| SupportedAgentsMask | FNavAgentSelector | NavigationSystem's properties in Project Settings define all possible supported agents, but a specific navigation system can choose to support only a subset of agents. | AI/NavigationSystemConfig.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UNavigationSystemBase * CreateAndConfigureNavigationSystem
(
UWorld& World |
AI/NavigationSystemConfig.h | ||
void SetIsOverriden
(
const bool bInNewValue |
AI/NavigationSystemConfig.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
AI/NavigationSystemConfig.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TSubclassOf< UNavigationSystemConfig > GetDefaultConfigClass() |
AI/NavigationSystemConfig.h |