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Unreal Engine C++ API Reference > Runtime > NavigationSystem
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ANavigationTestingActor
References
Module | NavigationSystem |
Header | /Engine/Source/Runtime/NavigationSystem/Public/NavigationTestingActor.h |
Include | #include "NavigationTestingActor.h" |
Syntax
class ANavigationTestingActor :
public AActor,
public INavAgentInterface,
public INavPathObserverInterface
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bBacktracking | Instead of regular pathfinding from source to target location do a 'backwards' search that searches from the source, but as if the allowed movement direction was coming from the target. |
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uint32: 1 | bDrawDistanceToWall | |
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uint32: 1 | bGatherDetailedInfo | If set, all steps of A* algorithm will be accessible for debugging |
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uint32: 1 | bPathExist | |
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uint32: 1 | bPathIsPartial | |
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uint32: 1 | bPathSearchOutOfNodes | |
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uint32: 1 | bProjectedLocationValid | |
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uint32: 1 | bRequireNavigableEndLocation | If set, require the end location to be close to the navigation data. |
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uint32: 1 | bSearchStart | If set, start the search from this actor, else start the search from the other actor |
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uint32: 1 | bShouldBeVisibleInGame | |
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uint32: 1 | bShowBestPath | Show current best path |
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uint32: 1 | bShowDiffWithPreviousStep | Show which nodes were modified in current A* step |
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uint32: 1 | bShowNodePool | Show polys from open (orange) and closed (yellow) sets |
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uint32: 1 | bUseHierarchicalPathfinding | |
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FVector | ClosestWallLocation | |
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TEnumAsByte< ENavCostDisplay::Type > | CostDisplayMode | Determines which cost will be shown |
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float | CostLimitFactor | This multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate) |
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TSubclassOf< class UNavigationQueryFilter > | FilterClass | "None" will result in default filter being used |
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FNavPathSharedPtr | LastPath | |
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float | MinimumCostLimit | Minimum cost limit clamping value (in cost units) used to allow large deviation in short paths |
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TObjectPtr< ANavigationData > | MyNavData | |
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FNavAgentProperties | NavAgentProps | |
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float | OffsetFromCornersDistance | |
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TObjectPtr< ANavigationTestingActor > | OtherActor | |
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double | PathCost | |
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int32 | PathfindingSteps | |
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float | PathfindingTime | Time in micro seconds |
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FNavigationPath::FPathObserverDelegate::FDelegate | PathObserver | |
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FVector | ProjectedLocation | |
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FVector | QueryingExtent | |
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int32 | ShowStepIndex | |
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FVector2D | TextCanvasOffset | Text canvas offset to apply |
Constructors
Type | Name | Description | |
---|---|---|---|
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ANavigationTestingActor
(
const FObjectInitializer& ObjectInitializer |
Destructors
Type | Name | Description | |
---|---|---|---|
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Dtor |
Functions
Type | Name | Description | |
---|---|---|---|
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FPathFindingQuery | BuildPathFindingQuery
(
const ANavigationTestingActor* Goal |
Virtual method to override if you want to customize the query being constructed for the path find (e.g. change the filter or add constraints/goal evaluators). |
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FVector | ||
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void | GatherDetailedData
(
ANavigationTestingActor* Goal |
|
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UCapsuleComponent * | Returns CapsuleComponent subobject | |
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UNavTestRenderingComponent * | Returns EdRenderComp subobject | |
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void | OnPathEvent
(
FNavigationPath* InvalidatedPath, |
Called when given path becomes invalid (via |
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void | SearchPathTo
(
ANavigationTestingActor* Goal |
|
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void | TickMe () |
|
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void | ||
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void |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | BeginDestroy () |
Called before destroying the object. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
Overridden from INavAgentInterface
Type | Name | Description | |
---|---|---|---|
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void | GetMoveGoalReachTest
(
const AActor* MovingActor, |
Get cylinder for testing if actor has been reached |
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FVector | Retrieves Agent's location | |
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const FNavAgentProperties & | Retrieves FNavAgentProperties expressing navigation props and caps of represented agent the function will be renamed to GetNavAgentProperties in 4.8. |
Overridden from INavPathObserverInterface
Type | Name | Description | |
---|---|---|---|
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void | OnPathFailed
(
INavigationPathGenerator* PathGenerator |
Called when path generation by PathGenerator fails |
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void | OnPathInvalid
(
INavigationPathGenerator* PathGenerator |
Called when path generated by PathGenerator becomes invalid |
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void | OnPathUpdated
(
INavigationPathGenerator* PathGenerator |
Called on Navigation Agent when given PathGenerator updated it's path. |