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API > API/Runtime > API/Runtime/NavigationSystem
Classes
| Type | Name | Description | |
|---|---|---|---|
| ANavMeshBoundsVolume | This volume only blocks the path builder - it has no gameplay collision | ||
| ARecastNavMesh | |||
| FDetourTileLayout | |||
| FDetourTileSizeInfo | |||
| FNavMeshDirtyTileElement | Used to list tiles that needs rebuilding. | ||
| FNavMeshNodeFlags | Helper to translate FNavPathPoint.Flags. | ||
| FNavMeshPath | |||
| FNavMeshResolutionParam | |||
| FNavMeshSceneProxy | Exported to API for GameplayDebugger module | ||
| FNavMeshSceneProxyData | Exported to API for GameplayDebugger module | ||
| FNavMeshTileData | Structure to handle nav mesh tile's raw data persistence and releasing | ||
| FNavTestSceneProxy | |||
| FRecastNamedFiltersCreator | |||
| FRecastNavMeshGenerationProperties | |||
| FRecastNavMeshTileGenerationDebug | |||
| FRecastTileData | |||
| UNavMeshRenderingComponent | |||
| UNavTestRenderingComponent | |||
| URecastNavMeshDataChunk |
Enums
| Type | Name | Description | |
|---|---|---|---|
| ERecastPartitioning::Type |
Variables
| Type | Name | Description | |
|---|---|---|---|
| const uint8 | FirstAvailableFlag | Make your game-specific flags start at this index | |
| const int32 | GenerateCorridor | If set, path will contain navigation corridor. | |
| const int32 | SkipStringPulling | If set, path won't be post processed. |