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| static UClass | StaticClass () |
| static bool | CanAnyMovmentModeTargetBeReached (const AGothicCharacter Character, const AGothicCharacter Target, float32 ReachRangeXY, float32 ReachRangeZ, bool bDebugDraw, FVector &OutWalkableCharacterLocation) |
| | When following TargetCharacter, is the Target within given range at the closest end location? Character does not need a complete path to Target, but that last path point needs to be within ReachRange on XY and both need to be within similar height respective to their character height.
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| static bool | CanGroundedTargetBeReached (const AGothicCharacter Character, const AGothicCharacter Target, float32 ReachRangeXY, float32 ReachRangeZ, bool bDebugDraw, FVector &OutWalkableCharacterLocation) |
| | When following TargetCharacter, is the Target within given range at the closest end location? This is intended use for a Target that is moving on ground Character does not need a complete path to Target, but that last path point needs to be within ReachRange on XY and both need to be within similar height respective to their character height.
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| static bool | CanLocationBeReached3D (const AGothicCharacter Character, FVector Location3D, float32 ReachRangeXY, float32 ReachRangeZ, bool bFailWhenLocationOnDifferentFloor, bool bDebugDraw, FVector &FoundNavLocation) |
| static bool | CanMoveInDirection (const AGothicCharacter Character, FVector FromLocation, FVector MoveDirection, float32 MoveDistance) |
| | Can someone move in a straight line from the given location in direction without leaving NavMesh?
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| static bool | CanReachLocationWithoutNavLinks (const AGothicCharacter Character, FVector StartNavAgentLocation, FVector EndLocation, float32 ReachDistance=- 1.000000) |
| | Can the character reach EndLocation on the closest path without using a NavLink? Character does not need to stand on NavMesh when has a last-valid-navlocation.
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| static bool | CanTargetBeReached3D (const AGothicCharacter Character, const AGothicCharacter Target, float32 ReachRangeXY, float32 ReachRangeZ, bool bDebugDraw, FVector &OutAccessableCharacterLocation) |
| | When following TargetCharacter, is the Target within given range at the closest end location? This takes any combination of Target and Character MovementModes and situations into account. Be aware it does not automatically use the HalfHeight/Radius of characters. Add them to ReachRangeXY and ReachRangeZ if you require it. If You pass ReachRangeZ 0 and ReachRangeXY 0 that would mean the actor locations of Target + Character would be the same to return a success.
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| static bool | DoesPathExist (const AGothicCharacter Character, FVector StartLocation, FVector EndLocation) |
| | Returns true, if there is a path between the two given locations. Uses default query extent in project settings.
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| static bool | DoesPathExistCustomAgentSize (const AGothicCharacter Character, FVector StartLocation, FVector EndLocation, float32 AgentRadius, float32 AgentHeight) |
| | Returns true, if there is a path between the two given locations. Custom extent for querying.
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| static bool | DoesPathExistForUnspawnedCharacter (const UObject WorldContext, const USpawnAIAgentDefinition SpawnDefinition, FVector StartLocation, FVector EndLocation) |
| static bool | DoesPathExistWithinCostLimit (const AGothicCharacter Character, FVector StartLocation, FVector EndLocation, float32 CostLimit) |
| | Returns true, if there is a path between the two given locations within the given pathfinding cost limit.
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| static bool | DoesPathExistWithinLengthLimit (const AGothicCharacter Character, FVector StartLocation, FVector EndLocation, float32 LengthLimit, float32 &OutPathLength) |
| | Returns true if there is a path that is shorter than the given LengthLimit.
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| static float32 | GetDistanceUntilMoveObstructed (const AGothicCharacter Character, FVector FromLocation, FVector MoveDirection, float32 MoveDistance) |
| | Try moving in MoveDirection on NavMesh.
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| static FVector | GetNavigationDatasDefaultQueryExtent () |
| static FVector | GetNavLocationFrom3DLocation (const AGothicCharacter Character, FVector Location3D) |
| static bool | IsCharacterInRangeOfLocation (const AGothicCharacter Character, const AGothicCharacter OptionalTarget, FVector CharacterLocationToReachOutFrom, FVector TargetLocation, float32 ReachRangeXY, float32 ReachRangeZ, bool bDebugDraw=false) |
| | When character is standing at given location, is he within ReachRange and are both at similar height?
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| static bool | ProjectCharacterForClosestNavMeshZ (const AGothicCharacter Character, FVector ReferenceCharacterLocation, FVector &OutLocation, FVector Extent=FVector()) |
| | Project the top, middle and bottom location of characters SimpleCollisions and picks the location that is closest to the given ReferenceLocation.
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| static bool | ProjectPoint (const AGothicCharacter Character, FVector Location, FVector &OutLocation) |
| | Is point on NavMesh?
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| static bool | ProjectPointAnyNavData (const AActor PotentialCharacterStateProvider, FVector Location, FVector &OutLocation, FVector ExtentMultiplier) |
| | Is point on NavMesh? Tries to retrieve character from given actor to find it's NavMesh and Filter. If this is not possible, location is projected onto MainNavData.
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| static bool | ProjectPointCustomExtentForUnspawnedCharacter (const UObject WorldContext, const USpawnAIAgentDefinition SpawnDefinition, FVector Location, FVector &OutLocation, FVector Extent) |
| static bool | ProjectPointExtent (const AGothicCharacter Character, FVector Location, FVector &OutLocation, FVector Extent) |
| | Is point on NavMesh?
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| static bool | TryGetRandomNavigablePointInRadius (const AGothicCharacterState CharacterState, FVector Center, float32 Radius, FVector &OutPoint) |
| | Returns true when a point on NavMesh or Waynet is found within the given radius around center.
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| static UClass | StaticClass () |
| static bool | GetRandomReachablePointInRadius (FVector Origin, FVector &RandomLocation, float32 Radius, ANavigationData NavData=nullptr, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr) |
| | Generates a random location reachable from given Origin location.
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| static bool | NavigationRaycast (FVector RayStart, FVector RayEnd, FVector &HitLocation, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr, AController Querier=nullptr) |
| | Performs navigation raycast on NavigationData appropriate for given Querier.
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| static UNavigationSystemV1 | GetNavigationSystem () |
| | Blueprint functions.
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| static ENavigationQueryResult | GetPathCost (FVector PathStart, FVector PathEnd, float &PathCost, ANavigationData NavData=nullptr, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr) |
| | Potentially expensive. Use with caution. Consider using UPathFollowingComponent::GetRemainingPathCost instead.
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| static ENavigationQueryResult | GetPathLength (FVector PathStart, FVector PathEnd, float &PathLength, ANavigationData NavData=nullptr, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr) |
| | Potentially expensive. Use with caution.
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| static bool | IsNavigationBeingBuilt () |
| static bool | GetRandomLocationInNavigableRadius (FVector Origin, FVector &RandomLocation, float32 Radius, ANavigationData NavData=nullptr, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr) |
| | Generates a random location in navigable space within given radius of Origin.
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| static bool | ProjectPointToNavigation (FVector Point, FVector &ProjectedLocation, ANavigationData NavData, TSubclassOf< UNavigationQueryFilter > FilterClass, const FVector QueryExtent=FVector()) |
| | Project a point onto the NavigationData.
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| static UNavigationPath | FindPathToActorSynchronously (FVector PathStart, AActor GoalActor, float32 TetherDistance=50.000000, AActor PathfindingContext=nullptr, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr) |
| | Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node.
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| static UNavigationPath | FindPathToLocationSynchronously (FVector PathStart, FVector PathEnd, AActor PathfindingContext=nullptr, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr) |
| | Finds path instantly, in a FindPath Synchronously.
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| static bool | IsNavigationBeingBuiltOrLocked () |
| static bool | GetRandomPointInNavigableRadius (FVector Origin, FVector &RandomLocation, float32 Radius, ANavigationData NavData=nullptr, TSubclassOf< UNavigationQueryFilter > FilterClass=nullptr) |
| static UClass | StaticClass () |
| static UClass | StaticClass () |
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| void | SetGeometryGatheringMode (ENavDataGatheringModeConfig NewMode) |
| void | SetbInitialBuildingLocked (bool Value) |
| | if set to true will result navigation system not rebuild navigation until a call to ReleaseInitialBuildingLock() is called. Does not influence editor-time generation (i.e. does influence PIE and Game). Defaults to false.
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| void | SetbAllowClientSideNavigation (bool Value) |
| | If false, will not create nav collision when connecting as a client.
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| void | SetbSkipAgentHeightCheckWhenPickingNavData (bool Value) |
| | false by default, if set to true will result in not caring about nav agent height when trying to match navigation data to passed in nav agent
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| void | SetbShouldDiscardSubLevelNavData (bool Value) |
| | If true, games should ignore navigation data inside loaded sublevels.
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| void | SetbGenerateNavigationOnlyAroundNavigationInvokers (bool Value) |
| | If set to true navigation will be generated only around registered "navigation enforcers" This has a range of consequences (including how navigation octree operates) so it needs to be a conscious decision. Once enabled results in whole world being navigable. See: RegisterNavigationInvoker.
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| void | SetbTickWhilePaused (bool Value) |
| | If true, will update navigation even when the game is paused.
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| void | SetbAutoCreateNavigationData (bool Value) |
| | Should navigation system spawn default Navigation Data when there's none and there are navigation bounds present?
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| void | SetbSpawnNavDataInNavBoundsLevel (bool Value) |
| | If true will try to spawn the navigation data instance in the sublevel with navigation bounds, if false it will spawn in the persistent level.
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| void | OnNavigationBoundsUpdated (ANavMeshBoundsVolume NavVolume) |
| | @todo document
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| void | RegisterNavigationInvoker (AActor Invoker, float32 TileGenerationRadius=3000.000000, float32 TileRemovalRadius=5000.000000) |
| | Registers given actor as a "navigation enforcer" which means navigation system will make sure navigation is being generated in specified radius around it. Note:: you need NavigationSystem's GenerateNavigationOnlyAroundNavigationInvokers to be set to true to take advantage of this feature.
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| void | ResetMaxSimultaneousTileGenerationJobsCount () |
| | Brings limit of simultaneous navmesh tile generation jobs back to Project Setting's default value.
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| void | SetMaxSimultaneousTileGenerationJobsCount (int MaxNumberOfJobs) |
| | will limit the number of simultaneously running navmesh tile generation jobs to specified number.
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| void | UnregisterNavigationInvoker (AActor Invoker) |
| | Removes given actor from the list of active navigation enforcers. See: RegisterNavigationInvoker for more details.
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| bool | ReplaceAreaInOctreeData (const UObject Object, TSubclassOf< UNavArea > OldArea, TSubclassOf< UNavArea > NewArea) |
| 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.
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| 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.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
| TArray< FNavDataConfig > | SupportedAgents |
| | List of agents types supported by this navigation system.
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| FNavAgentSelector | SupportedAgentsMask |
| | NavigationSystem's properties in Project Settings define all possible supported agents, but a specific navigation system can choose to support only a subset of agents. Set via NavigationSystemConfig.
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| TSoftClassPtr< UCrowdManagerBase > | CrowdManagerClass |
| FName | DefaultAgentName |
| | If not None indicates which of navigation datas and supported agents are going to be used as the default ones. If navigation agent of this type does not exist or is not enabled then the first available nav data will be used as the default one.
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| float32 | ActiveTilesUpdateInterval |
| | Minimal time, in seconds, between active tiles set update.
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| float | InvokersMaximumDistanceFromSeed |
| | When in use, invokers farther away from any invoker seed will be ignored (set to -1 to disable).
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| float32 | GatheringNavModifiersWarningLimitTime |
| | -1.0f by default, if set to a positive value, all calls to GetNavigationData will be timed and compared to it. Over the limit calls will be logged as warnings. In seconds. Non-shipping build only.
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| int | GeometryExportTriangleCountWarningThreshold |
| | Warnings are logged if exporting the navigation collision for an object exceed this triangle count. Use -1 to disable.
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| float32 | DirtyAreaWarningSizeThreshold |
| | -1 by default, if set to a positive value dirty areas with any dimensions in 2d over the threshold created at runtime will be logged
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| ENavDataGatheringModeConfig | DataGatheringMode |
| | Sets how navigation data should be gathered when building collision information.
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| FOnNavDataGenericEvent | OnNavigationGenerationFinishedDelegate |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |