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Unreal Engine C++ API Reference > Runtime > NavigationSystem
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UNavRelevantComponent
- UNavLinkCustomComponent
- UNavModifierComponent
References
Module | NavigationSystem |
Header | /Engine/Source/Runtime/NavigationSystem/Public/NavRelevantComponent.h |
Include | #include "NavRelevantComponent.h" |
Syntax
class UNavRelevantComponent :
public UActorComponent,
public INavRelevantInterface
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bAttachToOwnersRoot | Attach navigation data to entry for owner's root component (depends on its relevancy) |
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uint32: 1 | bBoundsInitialized | |
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uint32: 1 | bNavParentCacheInitialized | |
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FBox | Bounds | Bounds for navigation octree |
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TObjectPtr< UObject > | CachedNavParent |
Constructors
Type | Name | Description | |
---|---|---|---|
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UNavRelevantComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | ||
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void | ForceNavigationRelevancy
(
bool bForce |
Force relevancy and skip attaching navigation data to owner's root entry |
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void | Force refresh in navigation octree | |
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void | SetNavigationRelevancy
(
bool bRelevant |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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bool | Override to specify that a component is relevant to the navigation system | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
Overridden from INavRelevantInterface
Type | Name | Description | |
---|---|---|---|
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FBox | Get bounds for navigation octree | |
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UObject * | Get navigation parent Adds modifiers to existing octree node, GetNavigationBounds and IsNavigationRelevant won't be checked | |
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void | Update bounds, called after moving owning actor |