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 | |
|---|---|---|---|
| uint8: 1 | bLoadOnClient | ||
| TObjectPtr< UNavigationSystemConfig > | NavigationSystemConfig | ||
| ENavSystemOverridePolicy | OverridePolicy | If there's already a NavigationSystem instance in the world how should this nav override behave |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ANavSystemConfigOverride
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AppendToNavSystem
(
UNavigationSystemBase& PrevNavSys |
Appends non-conflicting information (like supported agents) to a pre-existing nav system instance | |
| void | ApplyChanges () |
Made an explicit function since rebuilding navigation system can be expensive | |
| void | ApplyConfig () |
||
| void | BeginPlay () |
||
| void | InitializeForWorld
(
UNavigationSystemBase* NewNavSys, |
Called only in the editor mode | |
| void | Virtual void CheckForErrors() override; | ||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | |||
| void | |||
| void |