Navigation
API > API/Runtime > API/Runtime/NavigationSystem
Inheritance Hierarchy
- AActor
- INavAgentInterface
- INavPathObserverInterface
- ANavigationTestingActor
References
| Module | NavigationSystem |
| Header | /Engine/Source/Runtime/NavigationSystem/Public/NavigationTestingActor.h |
| Include | #include "NavigationTestingActor.h" |
Syntax
UCLASS (HideCategories=(Object, Actor, Input, Rendering, Replication, HLOD, Cooking),
ShowCategories=("Input|MouseInput", "Input|TouchInput"), Blueprintable, MinimalAPI)
class ANavigationTestingActor :
public AActor,
public INavAgentInterface,
public INavPathObserverInterface
Variables
| Type | Name | Description | |
|---|---|---|---|
| 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. | |
| uint32: 1 | bDrawDistanceToWall | ||
| uint32: 1 | bDrawIfNavDataIsReadyInRadius | If set, a cylinder is drawn to indicate if the navigation data is ready (has been generated) for the given radius (green when ready, red otherwise). | |
| uint32: 1 | bDrawIfNavDataIsReadyToQueryTargetActor | If set, a capsule is drawn to indicate if the navigation data is ready (has been generated) for the given radius from the current actor to the query target (green when ready, red otherwise). | |
| uint32: 1 | bDrawRaycastToQueryTargetActor | If set, a line is drawn to indicate to result of a ray cast on the navigation data between the current actor and the QueryTargetActor location (red when there is a hit, green when there is no hit and the ray end is on the explored corridor, orange otherwise). | |
| uint32: 1 | bGatherDetailedInfo | If set, all steps of A* algorithm will be accessible for debugging | |
| bool | bNavDataIsReadyInRadius | ||
| bool | bNavDataIsReadyToQueryTargetActor | ||
| uint32: 1 | bPathExist | ||
| uint32: 1 | bPathIsPartial | ||
| uint32: 1 | bPathSearchOutOfNodes | ||
| uint32: 1 | bProjectedLocationValid | ||
| bool | bRaycastToQueryTargetActorResult | ||
| bool | bRaycastToQueryTargetEndsInCorridor | ||
| uint32: 1 | bRequireNavigableEndLocation | If set, require the end location to be close to the navigation data. | |
| uint32: 1 | bSearchStart | If set, start the search from this actor, else start the search from the other actor | |
| uint32: 1 | bShouldBeVisibleInGame | ||
| uint32: 1 | bShowBestPath | Show current best path | |
| uint32: 1 | bShowDiffWithPreviousStep | Show which nodes were modified in current A* step | |
| uint32: 1 | bShowNodePool | Show polys from open (orange) and closed (yellow) sets | |
| uint32: 1 | bUseHierarchicalPathfinding | ||
| FVector | ClosestWallLocation | ||
| TEnumAsByte< ENavCostDisplay::Type > | CostDisplayMode | Determines which cost will be shown | |
| float | CostLimitFactor | This multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate) | |
| TSubclassOf< class UNavigationQueryFilter > | FilterClass | "None" will result in default filter being used. | |
| FNavPathSharedPtr | LastPath | ||
| float | MinimumCostLimit | Minimum cost limit clamping value (in cost units) used to allow large deviation in short paths | |
| TObjectPtr< ANavigationData > | MyNavData | ||
| FNavAgentProperties | NavAgentProps | ||
| float | OffsetFromCornersDistance | ||
| TObjectPtr< ANavigationTestingActor > | OtherActor | ||
| double | PathCost | ||
| int32 | PathfindingSteps | ||
| float | PathfindingTime | Time in micro seconds | |
| FNavigationPath::FPathObserverDelegate::FDelegate | PathObserver | ||
| FVector | ProjectedLocation | ||
| FVector | QueryingExtent | ||
| TObjectPtr< AActor > | QueryTargetActor | Actor to use as a target for navigation data queries | |
| float | RadiusUsedToValidateNavData | NavData must be ready for all tiles within radius. | |
| FVector | RaycastHitLocation | ||
| int32 | ShowStepIndex | Show debug steps up to this index. Use -1 to disable. | |
| FVector2D | TextCanvasOffset | Text canvas offset to apply |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ANavigationTestingActor
(
const FObjectInitializer& ObjectInitializer |
Destructors
| Type | Name | Description | |
|---|---|---|---|
| Dtor |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
||
| 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). | |
| bool | |||
| bool | CheckIfNavDataIsReadyToActor
(
const AActor* TargetActor |
||
| bool | CheckRaycastToActor
(
const AActor* TargetActor, |
||
| FVector | |||
| UCapsuleComponent * | Returns CapsuleComponent subobject | ||
| UNavTestRenderingComponent * | Returns EdRenderComp subobject | ||
| void | GetMoveGoalReachTest
(
const AActor* MovingActor, |
||
| FVector | |||
| const FNavAgentProperties & | |||
| void | OnPathEvent
(
FNavigationPath* InvalidatedPath, |
Called when given path becomes invalid (via | |
| void | OnPathFailed
(
INavigationPathGenerator* PathGenerator |
||
| void | OnPathInvalid
(
INavigationPathGenerator* PathGenerator |
||
| void | OnPathUpdated
(
INavigationPathGenerator* PathGenerator |
||
| void | OnQueryTargetActorTransformUpdated
(
USceneComponent* InRootComponent, |
||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | PostEditMove
(
bool bFinished |
||
| void | PostLoad () |
||
| void | PreEditChange
(
FProperty* PropertyThatWillChange |
||
| void | SearchPathTo
(
ANavigationTestingActor* Goal |
||
| void | TickMe () |
||
| void | |||
| void | |||
| void | |||
| void |