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float |
AgentHeight |
Size of the tallest agent that will path with this navmesh. |
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float |
AgentMaxSlope |
The maximum slope (angle) that the agent can move on. |
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float |
AgentRadius |
Radius of smallest agent to traverse this navmesh |
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uint32: 1 |
bAllowNavLinkAsPathEnd |
If set, paths can end at navlink poly (not the ground one!) |
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uint32: 1 |
bAllowWorldPartitionedNavMesh |
World partitioned navmesh are only allowed in partitioned worlds. |
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uint32: 1 |
bDistinctlyDrawTilesBeingBuilt |
If true, show currently rebuilding tiles differently when visualizing |
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uint32: 1 |
bDoFullyAsyncNavDataGathering |
If set, navmesh data gathering will never happen on the game thread and will only be done on background threads |
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uint32: 1 |
bDrawClusters |
Draw navmesh's clusters and cluster links. (Requires WITH_NAVMESH_CLUSTER_LINKS=1) |
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uint32: 1 |
bDrawDefaultPolygonCost |
Draw a label for every poly that indicates its default and fixed costs |
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uint32: 1 |
bDrawFailedNavLinks |
|
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uint32: 1 |
bDrawFilledPolys |
If disabled skips filling drawn navmesh polygons |
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uint32: 1 |
bDrawLabelsOnPathNodes |
|
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uint32: 1 |
bDrawMarkedForbiddenPolys |
|
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uint32: 1 |
bDrawNavLinks |
|
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uint32: 1 |
bDrawNavMeshEdges |
Draw border-edges |
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uint32: 1 |
bDrawOctree |
Draw octree used to store navigation relevant actors |
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uint32: 1 |
bDrawOctreeDetails |
Draw octree used to store navigation relevant actors with the elements bounds |
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uint32: 1 |
bDrawPathCollidingGeometry |
Draw input geometry passed to the navmesh generator. |
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uint32: 1 |
bDrawPolyEdges |
Draw edges of every poly (i.e. not only border-edges) |
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uint32: 1 |
bDrawPolygonFlags |
Draw a label for every poly that indicates its poly and area flags |
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uint32: 1 |
bDrawPolygonLabels |
Draw a label for every poly that indicates its poly and tile indices |
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uint32: 1 |
bDrawTileBounds |
Draw the tile boundaries |
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uint32: 1 |
bDrawTileBuildTimes |
|
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uint32: 1 |
bDrawTileBuildTimesHeatMap |
|
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uint32: 1 |
bDrawTileLabels |
|
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uint32: 1 |
bDrawTileResolutions |
Draw the tile resolutions |
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uint32: 1 |
bDrawTriangleEdges |
Draw edges of every navmesh's triangle |
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uint32: 1 |
bFilterLowSpanFromTileCache |
If set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild) |
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uint32: 1 |
bFilterLowSpanSequences |
If set, only single low height span will be allowed under valid one |
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uint32: 1 |
bFixedTilePoolSize |
NavMesh generation parameters. |
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uint32: 1 |
bIsWorldPartitioned |
In a world partitioned map, is this navmesh using world partitioning |
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uint32: 1 |
bMarkLowHeightAreas |
Mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode) |
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uint32: 1 |
bPerformVoxelFiltering |
Controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter). |
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uint32: 1 |
bSortNavigationAreasByCost |
Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation. |
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uint32: 1 |
bStoreEmptyTileLayers |
If set, tiles generated without any navmesh data will be marked to distinguish them from not generated / streamed out ones. |
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uint32: 1 |
bUseBetterOffsetsFromCorners |
TODO: switch to disable new code from OffsetFromCorners if necessary - remove it later |
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uint32: 1 |
bUseExtraTopCellWhenMarkingAreas |
Expand the top of the area nav modifier's bounds by one cell height when applying to the navmesh. |
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uint32: 1 |
bUseVirtualFilters |
Indicates whether default navigation filters will use virtual functions. Defaults to true. |
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uint32: 1 |
bUseVirtualGeometryFilteringAndDirtying |
Indicates whether use the virtual methods to check if an object should generate geometry or if we should call the normal method directly (i.e. FNavigationOctreeElement::ShouldUseGeometry). |
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float |
DefaultDrawDistance |
Navmesh draw distance in game (always visible in editor) |
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float |
DefaultMaxHierarchicalSearchNodes |
Specifes default limit to A* nodes used when performing hierarchical navigation queries. |
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float |
DefaultMaxSearchNodes |
Specifes default limit to A* nodes used when performing navigation queries. |
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float |
DrawOffset |
Vertical offset added to navmesh's debug representation for better readability |
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float |
HeuristicScale |
Recast runtime params. |
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uint32 |
InvokerTilePriorityBumpDistanceThresholdInTileUnits |
If >= 1, when sorting pending tiles by priority, tiles near invokers (within the distance threshold) will have their priority increased. |
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uint8 |
InvokerTilePriorityBumpIncrease |
Priority increase steps for tiles that are withing near distance. |
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int32 |
LayerChunkSplits |
Number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone |
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TEnumAsByte< ERecastPartitioning::Type > |
LayerPartitioning |
Partitioning method for creating tile layers |
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float |
MaxSimplificationError |
How much navigable shapes can get simplified - the higher the value the more freedom |
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int32 |
MaxSimultaneousTileGenerationJobsCount |
Sets the limit for number of asynchronous tile generators running at one time, also used for some synchronous tasks |
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float |
MergeRegionSize |
The size limit of regions to be merged with bigger regions (watershed partitioning only) |
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float |
MinRegionArea |
The minimum dimension of area. Areas smaller than this will be discarded |
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FVector |
NavMeshOriginOffset |
Use this if you don't want your tiles to start at (0,0,0) |
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FNavMeshResolutionParam[(uint8) ENavigationDataResolution::MAX] |
NavMeshResolutionParams |
Resolution params If using multiple resolutions, it's recommended to chose the highest resolution first and set it according to the highest desired precision and then the other resolutions. |
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FOnNavMeshUpdate |
OnNavMeshUpdate |
Broadcast for navmesh updates |
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int32 |
PolyRefNavPolyBits |
|
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int32 |
PolyRefSaltBits |
|
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int32 |
PolyRefTileBits |
|
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int32 |
RegionChunkSplits |
Number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone |
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TEnumAsByte< ERecastPartitioning::Type > |
RegionPartitioning |
Partitioning method for creating navmesh polys |
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FRecastNavMeshTileGenerationDebug |
TileGenerationDebug |
|
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int32 |
TileNumberHardLimit |
Absolute hard limit to number of navmesh tiles. |
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int32 |
TilePoolSize |
Maximum number of tiles NavMesh can hold |
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float |
TileSizeUU |
Size of single tile, expressed in uu |
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int32 |
TimeSliceFilterLedgeSpansMaxYProcess |
The maximum number of y coords to process when time slicing filter ledge spans during navmesh regeneration. |
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double |
TimeSliceLongDurationDebug |
If a single time sliced section of navmesh regen code exceeds this duration then it will trigger debug logging |
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float |
VerticalDeviationFromGroundCompensation |
Value added to each search height to compensate for error between navmesh polys and walkable geometry |