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Class GridPathFollowingComponent

Path following augmented with local navigation grids Keeps track of nearby grids and use them instead of navigation path when agent is inside.

Inheritance
System.Object
UObject
ActorComponent
PathFollowingComponent
GridPathFollowingComponent
Inherited Members
PathFollowingComponent.GetPathActionType()
PathFollowingComponent.GetPathDestination()
PathFollowingComponent.MovementComp
PathFollowingComponent.MyNavData
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.AIModule
Assembly: UE4DotNet.dll
Syntax
public class GridPathFollowingComponent : PathFollowingComponent
Remarks

Once outside grid, regular path following is resumed.

This allows creating dynamic navigation obstacles with fully static navigation (e.g. static navmesh), as long as they are minor modifications for path. Not recommended for blocking off entire corridors.

Does not replace proper avoidance for dynamic obstacles!

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static GridPathFollowingComponent DefaultObject { get; }
Property Value
Type Description
GridPathFollowingComponent
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GridManager

Grid Manager

Declaration
public NavLocalGridManager GridManager { get; set; }
Property Value
Type Description
NavLocalGridManager
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static GridPathFollowingComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
GridPathFollowingComponent

Operators

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Implicit(IntPtr to GridPathFollowingComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator GridPathFollowingComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
GridPathFollowingComponent
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