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Class RecastNavMesh

Recast Nav Mesh

Inheritance
System.Object
UObject
Actor
NavigationData
RecastNavMesh
Inherited Members
NavigationData.RenderingComp
NavigationData.NavDataConfig
NavigationData.bEnableDrawing
NavigationData.bForceRebuildOnLoad
NavigationData.bCanBeMainNavData
NavigationData.bCanSpawnOnRebuild
NavigationData.ObservedPathsTickInterval
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
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.NavigationSystem
Assembly: UE4DotNet.dll
Syntax
public class RecastNavMesh : NavigationData

Properties

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AgentHeight

Agent Height

Declaration
public float AgentHeight { get; set; }
Property Value
Type Description
System.Single
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AgentMaxHeight

Size of the tallest agent that will path with this navmesh.

Declaration
public float AgentMaxHeight { get; set; }
Property Value
Type Description
System.Single
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AgentMaxSlope

The maximum slope (angle) that the agent can move on.

Declaration
public float AgentMaxSlope { get; set; }
Property Value
Type Description
System.Single
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AgentMaxStepHeight

Agent Max Step Height

Declaration
public float AgentMaxStepHeight { get; set; }
Property Value
Type Description
System.Single
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AgentRadius

Radius of smallest agent to traverse this navmesh

Declaration
public float AgentRadius { get; set; }
Property Value
Type Description
System.Single
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bAllowNavLinkAsPathEnd

Declaration
public bool bAllowNavLinkAsPathEnd { get; set; }
Property Value
Type Description
System.Boolean
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bDistinctlyDrawTilesBeingBuilt

Declaration
public bool bDistinctlyDrawTilesBeingBuilt { get; set; }
Property Value
Type Description
System.Boolean
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bDoFullyAsyncNavDataGathering

Declaration
public bool bDoFullyAsyncNavDataGathering { get; set; }
Property Value
Type Description
System.Boolean
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bDrawClusters

Declaration
public bool bDrawClusters { get; set; }
Property Value
Type Description
System.Boolean
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bDrawDefaultPolygonCost

Declaration
public bool bDrawDefaultPolygonCost { get; set; }
Property Value
Type Description
System.Boolean
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bDrawFailedNavLinks

Declaration
public bool bDrawFailedNavLinks { get; set; }
Property Value
Type Description
System.Boolean
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bDrawFilledPolys

Declaration
public bool bDrawFilledPolys { get; set; }
Property Value
Type Description
System.Boolean
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bDrawLabelsOnPathNodes

Declaration
public bool bDrawLabelsOnPathNodes { get; set; }
Property Value
Type Description
System.Boolean
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bDrawNavLinks

Declaration
public bool bDrawNavLinks { get; set; }
Property Value
Type Description
System.Boolean
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bDrawNavMesh

Declaration
public bool bDrawNavMesh { get; set; }
Property Value
Type Description
System.Boolean
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bDrawNavMeshEdges

Declaration
public bool bDrawNavMeshEdges { get; set; }
Property Value
Type Description
System.Boolean
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bDrawOctree

Declaration
public bool bDrawOctree { get; set; }
Property Value
Type Description
System.Boolean
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bDrawOctreeDetails

Declaration
public bool bDrawOctreeDetails { get; set; }
Property Value
Type Description
System.Boolean
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bDrawPathCollidingGeometry

Declaration
public bool bDrawPathCollidingGeometry { get; set; }
Property Value
Type Description
System.Boolean
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bDrawPolyEdges

Declaration
public bool bDrawPolyEdges { get; set; }
Property Value
Type Description
System.Boolean
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bDrawPolygonLabels

Declaration
public bool bDrawPolygonLabels { get; set; }
Property Value
Type Description
System.Boolean
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bDrawTileBounds

Declaration
public bool bDrawTileBounds { get; set; }
Property Value
Type Description
System.Boolean
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bDrawTileLabels

Declaration
public bool bDrawTileLabels { get; set; }
Property Value
Type Description
System.Boolean
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bDrawTriangleEdges

Declaration
public bool bDrawTriangleEdges { get; set; }
Property Value
Type Description
System.Boolean
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bFilterLowSpanFromTileCache

Declaration
public bool bFilterLowSpanFromTileCache { get; set; }
Property Value
Type Description
System.Boolean
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bFilterLowSpanSequences

Declaration
public bool bFilterLowSpanSequences { get; set; }
Property Value
Type Description
System.Boolean
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bFixedTilePoolSize

Declaration
public bool bFixedTilePoolSize { get; set; }
Property Value
Type Description
System.Boolean
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bMarkLowHeightAreas

Declaration
public bool bMarkLowHeightAreas { get; set; }
Property Value
Type Description
System.Boolean
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bPerformVoxelFiltering

Declaration
public bool bPerformVoxelFiltering { get; set; }
Property Value
Type Description
System.Boolean
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bSortNavigationAreasByCost

Declaration
public bool bSortNavigationAreasByCost { get; set; }
Property Value
Type Description
System.Boolean
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bStoreEmptyTileLayers

Declaration
public bool bStoreEmptyTileLayers { get; set; }
Property Value
Type Description
System.Boolean
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bUseBetterOffsetsFromCorners

Declaration
public bool bUseBetterOffsetsFromCorners { get; set; }
Property Value
Type Description
System.Boolean
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bUseVirtualFilters

Declaration
public bool bUseVirtualFilters { get; set; }
Property Value
Type Description
System.Boolean
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bUseVoxelCache

Declaration
public bool bUseVoxelCache { get; set; }
Property Value
Type Description
System.Boolean
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CellHeight

vertical size of voxelization cell

Declaration
public float CellHeight { get; set; }
Property Value
Type Description
System.Single
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CellSize

horizontal size of voxelization cell

Declaration
public float CellSize { get; set; }
Property Value
Type Description
System.Single
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DefaultDrawDistance

navmesh draw distance in game (always visible in editor)

Declaration
public float DefaultDrawDistance { get; set; }
Property Value
Type Description
System.Single
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DefaultMaxHierarchicalSearchNodes

specifes default limit to A* nodes used when performing hierarchical navigation queries.

Declaration
public float DefaultMaxHierarchicalSearchNodes { get; set; }
Property Value
Type Description
System.Single
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DefaultMaxSearchNodes

specifes default limit to A* nodes used when performing navigation queries.

Declaration
public float DefaultMaxSearchNodes { get; set; }
Property Value
Type Description
System.Single
Remarks

Can be overridden by passing custom FNavigationQueryFilter

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static RecastNavMesh DefaultObject { get; }
Property Value
Type Description
RecastNavMesh
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DrawOffset

vertical offset added to navmesh's debug representation for better readability

Declaration
public float DrawOffset { get; set; }
Property Value
Type Description
System.Single
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HeuristicScale

Euclidean distance heuristic scale used while pathfinding

Declaration
public float HeuristicScale { get; set; }
Property Value
Type Description
System.Single
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LayerChunkSplits

number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone

Declaration
public int LayerChunkSplits { get; set; }
Property Value
Type Description
System.Int32
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LayerPartitioning

partitioning method for creating tile layers

Declaration
public byte LayerPartitioning { get; set; }
Property Value
Type Description
System.Byte
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MaxSimplificationError

How much navigable shapes can get simplified - the higher the value the more freedom

Declaration
public float MaxSimplificationError { get; set; }
Property Value
Type Description
System.Single
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MaxSimultaneousTileGenerationJobsCount

Max Simultaneous Tile Generation Jobs Count

Declaration
public int MaxSimultaneousTileGenerationJobsCount { get; set; }
Property Value
Type Description
System.Int32
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MergeRegionSize

The size limit of regions to be merged with bigger regions (watershed partitioning only)

Declaration
public float MergeRegionSize { get; set; }
Property Value
Type Description
System.Single
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MinRegionArea

The minimum dimension of area. Areas smaller than this will be discarded

Declaration
public float MinRegionArea { get; set; }
Property Value
Type Description
System.Single
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NavMeshOriginOffset

Use this if you don't want your tiles to start at (0,0,0)

Declaration
public Vector NavMeshOriginOffset { get; set; }
Property Value
Type Description
Vector
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PolyRefNavPolyBits

Poly Ref Nav Poly Bits

Declaration
public int PolyRefNavPolyBits { get; set; }
Property Value
Type Description
System.Int32
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PolyRefSaltBits

Poly Ref Salt Bits

Declaration
public int PolyRefSaltBits { get; set; }
Property Value
Type Description
System.Int32
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PolyRefTileBits

Poly Ref Tile Bits

Declaration
public int PolyRefTileBits { get; set; }
Property Value
Type Description
System.Int32
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RegionChunkSplits

number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone

Declaration
public int RegionChunkSplits { get; set; }
Property Value
Type Description
System.Int32
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RegionPartitioning

partitioning method for creating navmesh polys

Declaration
public byte RegionPartitioning { get; set; }
Property Value
Type Description
System.Byte
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StaticClass

Get UE4 Class

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

Absolute hard limit to number of navmesh tiles.

Declaration
public int TileNumberHardLimit { get; set; }
Property Value
Type Description
System.Int32
Remarks

Be very, very careful while modifying it while having big maps with navmesh. A single, empty tile takes 176 bytes and empty tiles are allocated up front (subject to change, but that's where it's at now) @note TileNumberHardLimit is always rounded up to the closest power of 2

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TilePoolSize

maximum number of tiles NavMesh can hold

Declaration
public int TilePoolSize { get; set; }
Property Value
Type Description
System.Int32
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TileSetUpdateInterval

indicates how often we will sort navigation tiles to mach players position

Declaration
public float TileSetUpdateInterval { get; set; }
Property Value
Type Description
System.Single
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TileSizeUU

size of single tile, expressed in uu

Declaration
public float TileSizeUU { get; set; }
Property Value
Type Description
System.Single
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VerticalDeviationFromGroundCompensation

Value added to each search height to compensate for error between navmesh polys and walkable geometry

Declaration
public float VerticalDeviationFromGroundCompensation { get; set; }
Property Value
Type Description
System.Single

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to RecastNavMesh)

Convert from IntPtr to UObject

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