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Unreal Engine C++ API Reference > Runtime > NavigationSystem
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ANavSystemConfigOverride
References
Module | NavigationSystem |
Header | /Engine/Source/Runtime/NavigationSystem/Public/NavSystemConfigOverride.h |
Include | #include "NavSystemConfigOverride.h" |
Syntax
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 | InitializeForWorld
(
UNavigationSystemBase* NewNavSys, |
Called only in the editor mode |
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void | Virtual void CheckForErrors() override; |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Overridable native event for when play begins for this actor. |
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void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | |
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void | Called after all currently registered components are cleared |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |