Navigation
API > API/Runtime > API/Runtime/NavigationSystem
Inheritance Hierarchy
- AActor
- ANavSystemConfigOverride
References
Module | NavigationSystem |
Header | /Engine/Source/Runtime/NavigationSystem/Public/NavSystemConfigOverride.h |
Include | #include "NavSystemConfigOverride.h" |
Syntax
UCLASS (HideCategories=(Input, Rendering, Actor, LOD, Cooking), MinimalAPI)
class ANavSystemConfigOverride : public AActor
Variables
Type | Name | Description | |
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uint8: 1 | bLoadOnClient | |
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TObjectPtr< UNavigationSystemConfig > | NavigationSystemConfig | |
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ENavSystemOverridePolicy | OverridePolicy | If there's already a NavigationSystem instance in the world how should this nav override behave |
Constructors
Type | Name | Description | |
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ANavSystemConfigOverride
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AppendToNavSystem
(
UNavigationSystemBase& PrevNavSys |
Appends non-conflicting information (like supported agents) to a pre-existing nav system instance |
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void | ApplyChanges () |
Made an explicit function since rebuilding navigation system can be expensive |
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void | ApplyConfig () |
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void | BeginPlay () |
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void | InitializeForWorld
(
UNavigationSystemBase* NewNavSys, |
Called only in the editor mode |
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void | Virtual void CheckForErrors() override; | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
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void | ||
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void | ||
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void |