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Unreal Engine C++ API Reference > Runtime > NavigationSystem
References
Module | NavigationSystem |
Header | /Engine/Source/Runtime/NavigationSystem/Public/NavigationOctreeController.h |
Include | #include "NavigationOctreeController.h" |
Syntax
struct FNavigationOctreeController
Variables
Type | Name | Description | |
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uint8: 1 | bNavOctreeLock | If set, navoctree updates are ignored, use with caution! |
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TSharedPtr< FNavigationOctree, ESPMode::ThreadSafe > | NavOctree | |
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TMultiMap< UObject *, FWeakObjectPtr > | OctreeChildNodesMap | Map of all objects that are tied to indexed navigation parent |
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TSet< FNavigationDirtyElement > | PendingOctreeUpdates |
Functions
Type | Name | Description | |
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const FNavigationRelevantData * | GetDataForObject
(
const UObject& Object |
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FNavigationRelevantData * | GetMutableDataForObject
(
const UObject& Object |
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FNavigationOctree * | ||
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bool | GetNavOctreeElementData
(
const UObject& NodeOwner, |
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const FOctreeElementId2 * | GetObjectsNavOctreeId
(
const UObject& Object |
|
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const FNavigationOctree * | GetOctree () |
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bool | HasObjectsNavOctreeId
(
const UObject& Object |
|
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bool | HasPendingObjectNavOctreeId
(
UObject& Object |
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bool | IsEmpty () |
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bool | ||
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bool | IsValid () |
Basically says if navoctree has been created already |
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bool | IsValidElement
(
const FOctreeElementId2& ElementId |
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void | RemoveObjectsNavOctreeId
(
const UObject& Object |
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void | Reset () |
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void | SetNavigableGeometryStoringMode
(
FNavigationOctree::ENavGeometryStoringMode NavGeometryMode |
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void | SetNavigationOctreeLock
(
bool bLock |
Enums
Type | Name | Description | |
---|---|---|---|
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EOctreeUpdateMode |