G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAIAgentConfig_Navigation Class Reference

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UGothicBaseConfig
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AIAgentConfig_Navigation
ENavigationType m_PreferedNavigationType
 How does the agent prefer to move? Used as initial "state" and determines the NavAgentProps for EMovementModes that were not overridden.
TMap< ENavigationType, ENavigationAgent > m_NavDataTags
 Which NavData should be used for which type of nav movement.
float32 NavShotQueryDistance
 Base parameter to calculate GenerationRadius/RemovalRadius and threshold for the used navigation method When finding a path using AGlobalNavigationData, navigation querys with a shorter distance from start to end locations than this threshold will use normal NavMesh pathing. Longer query requests will start using GlobalMetaPathing (sequenced Waynet + NavMesh paths). Be careful with changing this. It has a wide range of.
FGothicPathfollowSettings DefaultPathfollowSettings
TSubclassOf< UNavigationQueryFilter > m_NavigationQueryFilter
 Determine preferences when finding a path, like excluding certain NavAreas or set their cost.
Pathfinding
float32 GlobalMetaRepathRadius
 GlobalMetaPathing Radius around a MetaWaypoint, where to repath.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ DefaultPathfollowSettings

FGothicPathfollowSettings DefaultPathfollowSettings

◆ GlobalMetaRepathRadius

float32 GlobalMetaRepathRadius

GlobalMetaPathing Radius around a MetaWaypoint, where to repath.

◆ m_NavDataTags

Which NavData should be used for which type of nav movement.

◆ m_NavigationQueryFilter

TSubclassOf<UNavigationQueryFilter> m_NavigationQueryFilter

Determine preferences when finding a path, like excluding certain NavAreas or set their cost.

◆ m_PreferedNavigationType

ENavigationType m_PreferedNavigationType

How does the agent prefer to move? Used as initial "state" and determines the NavAgentProps for EMovementModes that were not overridden.

◆ NavShotQueryDistance

float32 NavShotQueryDistance

Base parameter to calculate GenerationRadius/RemovalRadius and threshold for the used navigation method When finding a path using AGlobalNavigationData, navigation querys with a shorter distance from start to end locations than this threshold will use normal NavMesh pathing. Longer query requests will start using GlobalMetaPathing (sequenced Waynet + NavMesh paths). Be careful with changing this. It has a wide range of.