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NavigationPoint

Class in Engine · Engine.NavigationPoint · native

Object › Actor › NavigationPoint

Subclasses: CoverLink, DoorMarker, DynamicAnchor, Ladder, LiftCenter, LiftExit, PathNode, PickupFactory, PlayerStart, PortalMarker, Pylon, Teleporter, TriggeredPath

Using it from Lua
h7.find_all("NavigationPoint")            -- live instances
h7.find_class("Engine.NavigationPoint")   -- the class
h7.hook("Engine.NavigationPoint.Accept", fn)

Constants

NameValue
INFINITE_PATH_COST10000000

Structs

CheckpointRecord

FieldType
bDisabledbool
bBlockedbool

DebugNavCost

FieldType
Descstring
Costint

NavigationOctreeObject

FieldType
BoundingBoxBox
BoxCentervector
OctreeNodepointer
OwnerObject
OwnerTypebyte

Properties

NameTypeNotes
AnchoredPawnPawntransient
BadSpriteSpriteComponentconst, transient
bAlreadyVisitedbooltransient
bAlwaysUseStrafingbool
bAutoBuiltboolconst
bBlockablebool
bBlockedbool
bBlockedForVehiclesbool
bBuildLongPathsbool
bCanReachbooltransient
bCanWalkOnToReachbool
bDestinationOnlybool
bEndPointbooltransient
bestPathWeightintconst
bFlyingPreferredbool
bForceNoStrafingboolconst
bHasCrossLevelPathsboolconst
bHideEditorPathsbooltransient
bMakeSourceOnlybool
bMayCausePainbool
bMustBeReachablebool
bMustTouchToReachbool
bNeverUseStrafingbool
bNoAutoConnectbool
bNotBasedboolconst
bOneWayPathbool
bPathsChangedboolconst
bPreferredVehiclePathbool
bShouldSaveForCheckpointbooltransient
bSourceOnlybool
bSpecialForcedbool
bSpecialMovebool
bTransientEndPointbooltransient
bVehicleDestinationbool
Costint
CostArrayarray<DebugNavCost>transient
CylinderComponentCylinderComponent
EditorForcedPathsarray<ActorReference>
EditorProscribedPathsarray<ActorReference>
ExtraCostint
FearCostinttransient
GoodSpriteSpriteComponentconst, transient
InventoryCacheDroppedPickup
InventoryDistfloat
LastAnchoredPawnTimefloattransient
LastDetourWeightfloatconst
MaxPathSizeCylinderconst, editconst
NavGuidguidconst, editconst
NavOctreeObjectNavigationOctreeObjectconst, transient, native
NetworkIDintconst, editconst
nextNavigationPointNavigationPointconst, private
nextOrderedNavigationPointconst
PathListarray<ReachSpec>const, editconst
previousPathNavigationPointconst
prevOrderedNavigationPointconst
TransientCostinttransient
visitedWeightint
Volumesarray<ActorReference>const, editconst

Functions

NameDeclaration
Acceptevent bool Accept(actor Incoming, actor Source)
ApplyCheckpointRecordfunction ApplyCheckpointRecord(const out CheckpointRecord Record)
CanTeleportnative function bool CanTeleport(Actor A)
CreateCheckpointRecordfunction CreateCheckpointRecord(out CheckpointRecord Record)
DetourWeightevent float DetourWeight(Pawn Other, float PathWeight)
GetAllNavInRadiusstatic final native function bool GetAllNavInRadius(Actor ChkActor, Vector ChkPoint, float Radius, out array<NavigationPoint> out_NavList, optional bool bSkipBlocked, optional int inNetworkID = -1, optional Cylinder MinSize)
GetBoundingCylindernative function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight)
GetDebugAbbrevsimulated event string GetDebugAbbrev()
GetNearestNavToActorstatic final function NavigationPoint GetNearestNavToActor(Actor ChkActor, optional class<NavigationPoint> RequiredClass, optional array<NavigationPoint> ExcludeList, optional float MinDist)
GetNearestNavToPointstatic final function NavigationPoint GetNearestNavToPoint(Actor ChkActor, vector ChkPoint, optional class<NavigationPoint> RequiredClass, optional array<NavigationPoint> ExcludeList)
GetReachSpecTofinal native function ReachSpec GetReachSpecTo(NavigationPoint Nav, optional class<ReachSpec> SpecClass)
IsOnDifferentNetworkfinal native function bool IsOnDifferentNetwork(NavigationPoint Nav)
IsUsableAnchorFornative function bool IsUsableAnchorFor(Pawn P)
OnTogglefunction OnToggle(SeqAct_Toggle inAction)
ProceedWithMovefunction bool ProceedWithMove(Pawn Other)
ShouldSaveForCheckpointfunction bool ShouldSaveForCheckpoint()
ShutDownsimulated event ShutDown()
SpecialCostevent int SpecialCost(Pawn Seeker, ReachSpec Path)
SuggestMovePreparationevent bool SuggestMovePreparation(Pawn Other)

Default values

GoodSprite=Sprite
BadSprite=Sprite2
CollisionComponent=CollisionCylinder
CylinderComponent=CollisionCylinder
bMayCausePain=true
bStatic=true
bNoDelete=true
bHidden=FALSE
bCollideWhenPlacing=true
bMustTouchToReach=true
bBuildLongPaths=true
bCollideActors=false
NetworkID=-1
bForceAllowKismetModification=true

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions