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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UNavigationSystemModuleConfig. More...
Public Member Functions | |
Functions | |
| void | SetbCreateOnClient (bool Value) |
| void | SetbAutoSpawnMissingNavData (bool Value) |
| void | SetbSpawnNavDataInNavBoundsLevel (bool Value) |
| void | SetbStrictlyStatic (bool Value) |
| Whether at game runtime we expect any kind of dynamic navigation generation. | |
| 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 |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UNavigationSystemConfig | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Additional Inherited Members | |
| Public Attributes inherited from UNavigationSystemConfig | |
| 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. | |
| 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. | |
| FSoftClassPath | NavigationSystemClass |
| 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 |
| void SetbAutoSpawnMissingNavData | ( | bool | Value | ) |
| void SetbCreateOnClient | ( | bool | Value | ) |
| void SetbSpawnNavDataInNavBoundsLevel | ( | bool | Value | ) |
| void SetbStrictlyStatic | ( | bool | Value | ) |
Whether at game runtime we expect any kind of dynamic navigation generation.
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static |