Navigation
API > API/Runtime > API/Runtime/NavigationSystem > API/Runtime/NavigationSystem/UNavigationSystemV1
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ENavigationQueryResult::Type GetPathCost
(
const FVector& PathStart, |
Calculates a path from PathStart to PathEnd and retrieves its cost. | NavigationSystem.h | |
static ENavigationQueryResult::Type GetPathCost
(
UObject* WorldContextObject, |
Potentially expensive. | NavigationSystem.h |
|
GetPathCost(const FVector &, const FVector &, FVector::FReal &, const ANavigationData *, FSharedConstNavQueryFilter)
Description
Calculates a path from PathStart to PathEnd and retrieves its cost. @NOTE potentially expensive, so use it with caution
| Name | GetPathCost |
| Type | function |
| Header File | /Engine/Source/Runtime/NavigationSystem/Public/NavigationSystem.h |
| Include Path | #include "NavigationSystem.h" |
| Source | /Engine/Source/Runtime/NavigationSystem/Private/NavigationSystem.cpp |
ENavigationQueryResult::Type GetPathCost
(
const FVector & PathStart,
const FVector & PathEnd,
FVector::FReal & PathCost,
const ANavigationData * NavData,
FSharedConstNavQueryFilter QueryFilter
) const
GetPathCost(UObject , const FVector &, const FVector &, double &, ANavigationData , TSubclassOf< UNavigationQueryFilter >)
Description
Potentially expensive. Use with caution. Consider using UPathFollowingComponent::GetRemainingPathCost instead
| Name | GetPathCost |
| Type | function |
| Header File | /Engine/Source/Runtime/NavigationSystem/Public/NavigationSystem.h |
| Include Path | #include "NavigationSystem.h" |
| Source | /Engine/Source/Runtime/NavigationSystem/Private/NavigationSystem.cpp |
UFUNCTION (BlueprintPure, Category="AI|Navigation", Meta=(WorldContext="WorldContextObject"))
static ENavigationQueryResult::Type GetPathCost
(
UObject * WorldContextObject,
const FVector & PathStart,
const FVector & PathEnd,
double & PathCost,
ANavigationData * NavData,
TSubclassOf < UNavigationQueryFilter > FilterClass
)