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Unreal Engine C++ API Reference > Runtime > NavigationSystem
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNavigationSystemConfig
- UNavigationSystemModuleConfig
References
Module | NavigationSystem |
Header | /Engine/Source/Runtime/NavigationSystem/Public/NavigationSystem.h |
Include | #include "NavigationSystem.h" |
Syntax
class UNavigationSystemModuleConfig : public UNavigationSystemConfig
Remarks
UNavigationSystemModuleConfig.
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bAutoSpawnMissingNavData | |
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uint32: 1 | bCreateOnClient | |
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uint32: 1 | bSpawnNavDataInNavBoundsLevel | |
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uint32: 1 | bStrictlyStatic | Whether at game runtime we expect any kind of dynamic navigation generation |
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friend | UNavigationSystemV1 |
Constructors
Type | Name | Description | |
---|---|---|---|
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UNavigationSystemModuleConfig
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | UpdateWithNavSysCDO
(
const UNavigationSystemV1& NavSysCDO |
Overridden from UNavigationSystemConfig
Type | Name | Description | |
---|---|---|---|
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UNavigationSystemBase * | CreateAndConfigureNavigationSystem
(
UWorld& World |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |