code: namespace Reflect { static constexpr [EStoreType](API\Runtime\DirectLink\Reflect__EStoreType) Reflect::GetStoreType ( [ESerialMethod](API\Runtime\DirectLink\Reflect__ESerialMethod) Method ) }


module: DirectLink

code: namespace Reflect { template<typename T> [EStoreType](API\Runtime\DirectLink\Reflect__EStoreType) Reflect::GetStoreTypeForType() }


code: namespace Reflect { template<ESerialMethod Code, typename T> void Reflect::Serial ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, T * Param ) }


code: namespace Reflect { bool Reflect::SerialAny ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, void * data, [ESerialMethod](API\Runtime\DirectLink\Reflect__ESerialMethod) Method ) }


code: namespace Reflect { namespace Serial< ESerialMethod { template<> void Reflect::Serial< ESerialMethod::Quat_f32 > ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, FQuat * ValuePtr ) } }


code: namespace Reflect { namespace Serial< ESerialMethod { template<> void Reflect::Serial< ESerialMethod::Uint32_Packed > ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, uint32 * ValuePtr ) } }


code: namespace Reflect { namespace Serial< ESerialMethod { template<> void Reflect::Serial< ESerialMethod::Vector_f32 > ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, FVector * ValuePtr ) } }


className: Value

code: static constexpr [ESerialMethod](API\Runtime\DirectLink\Reflect__ESerialMethod) Value = ESerialMethod::_NotImplementedYet;


className: TDefaultSerialMethod

code: template<typename T> struct TDefaultSerialMethod


code: static Value = ESerialMethod::Uint8_Default;


code: static Value = ESerialMethod::Double_Default;


className: TDefaultSerialMethod< bool >

code: template<> struct TDefaultSerialMethod< bool >


className: TDefaultSerialMethod< double >

code: template<> struct TDefaultSerialMethod< double >


code: static Value = ESerialMethod::LinearColor_Default;


className: TDefaultSerialMethod< FLinearColor >

code: template<> struct TDefaultSerialMethod< FLinearColor >


code: static Value = ESerialMethod::Float_Default;


code: static Value = ESerialMethod::MD5Hash_Default;


className: TDefaultSerialMethod< float >

code: template<> struct TDefaultSerialMethod< float >


className: TDefaultSerialMethod< FMD5Hash >

code: template<> struct TDefaultSerialMethod< FMD5Hash >


code: static Value = ESerialMethod::Quat_f64;


className: TDefaultSerialMethod< FQuat >

code: template<> struct TDefaultSerialMethod< FQuat >


code: static Value = ESerialMethod::String_Default;


className: TDefaultSerialMethod< FString >

code: template<> struct TDefaultSerialMethod< FString >


code: static Value = ESerialMethod::Transform_Default;


className: TDefaultSerialMethod< FTransform >

code: template<> struct TDefaultSerialMethod< FTransform >


code: static Value = ESerialMethod::Vector_f64;


className: TDefaultSerialMethod< FVector >

code: template<> struct TDefaultSerialMethod< FVector >


code: static Value = ESerialMethod::Int32_Default;


code: static Value = ESerialMethod::Uint32_Default;


className: TDefaultSerialMethod< int32 >

code: template<> struct TDefaultSerialMethod< int32 >


className: TDefaultSerialMethod< uint32 >

code: template<> struct TDefaultSerialMethod< uint32 >


code: static Value = ESerialMethod::Uint64_Default;


className: TDefaultSerialMethod< uint64 >

code: template<> struct TDefaultSerialMethod< uint64 >


code: static Value = ESerialMethod::Uint8_Default;


className: TDefaultSerialMethod< uint8 >

code: template<> struct TDefaultSerialMethod< uint8 >


className: TStoreKey::operator const T &

code: operator const T &() const


className: TStoreKey::operator T &

code: operator T &()


code: T & operator= ( const T & InValue )


code: TStoreKey ( const T & InitialValue )


className: TStoreKey

code: template<typename T, typename S> class TStoreKey


description: Returns true if this actor allows changing the spatially loaded flag.

module: Engine

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


description: Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > CreateClassActorDesc() const


code: virtual uint32 GetDefaultGridSize ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: static [FString](API\Runtime\Core\Containers\FString) GetActorName ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FGuid](API\Runtime\Core\Misc\FGuid) & GridGuid, const [FActorPartitionIdentifier](API\Runtime\Engine\ActorPartition\FActorPartitionIdentifier) & ActorPartitionId, uint32 GridSize, int32 CellCoordsX, int32 CellCoordsY, int32 CellCoordsZ, uint32 DataLayerEditorContext )


code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetGridGuid() const


description: Used to know if actor supports some editor operations. (Delete, Replace)

code: virtual bool IsUserManaged() const


code: void SetGridSize ( uint32 InGridSize )


code: virtual bool ShouldIncludeGridSizeInLabel() const


code: virtual bool ShouldIncludeGridSizeInName ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FActorPartitionIdentifier](API\Runtime\Engine\ActorPartition\FActorPartitionIdentifier) & InIdentifier ) const


code: APartitionActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: APartitionActor

description: Actor base class for instance containers placed on a grid. SeeUActorPartitionSubsystem.

code: class APartitionActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


className: FActorPartitionGetParams

description: FActorPartitionGetParam

code: struct FActorPartitionGetParams

ActorClass

type: TSubclassOf<AP...

description: Class of Actor we are getting from the subsystem.

ActorCreatedCallback

type: TFunctionRef< v...

description: If set, a callback to use if an actor is created.

bBoundsSearch

type: bool

description: If true existing actors will be searched in the cell bounds only

bCreate

description: Tells Subsystem if it needs to create Actor if it doesn't exist.

GridSize

description: If greater than 0, use this instead of the Actor CDO Grid size

GuidHint

type: FGuid

description: Guid can be used to distinguish between actors of the same type.

LevelHint

type: ULevel*

description: Depending on the world LevelHint can be used to find/create the Actor.

LocationHint

type: FVector

description: Depending on the world LocationHint can be used to find/create the Actor.


code: FActorPartitionGetParams ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) > & InActorClass, bool bInCreate, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelHint, const FVector & InLocationHint, uint32 InGridSize, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuidHint, bool bInBoundsSearch, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) *)> InActorCreated )


code: static void ForEachIntersectingCell ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) > & InActorClass, const FBox & InBounds, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UActorPartitionSubsystem::FCellCoord](API\Runtime\Engine\ActorPartition\UActorPartitionSubsystem\FCellCoord) &, const FBox &)> InOperation, uint32 InGridSize )


code: static void ForEachIntersectingCell ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) > & InActorClass, const FIntRect & InBounds, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UActorPartitionSubsystem::FCellCoord](API\Runtime\Engine\ActorPartition\UActorPartitionSubsystem\FCellCoord) &, const FIntRect &)> InOperation, uint32 InGridSize )


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) > & GetClass() const


className: FActorPartitionGridHelper

code: class FActorPartitionGridHelper


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGridGuid() const


code: FActorPartitionIdentifier ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGridGuid, const uint32 & InDataLayerEditorContextHash )


code: bool operator== ( const [FActorPartitionIdentifier](API\Runtime\Engine\ActorPartition\FActorPartitionIdentifier) & Other ) const


className: FActorPartitionIdentifier

description: FActorPartitionIdentifier

code: struct FActorPartitionIdentifier


code: void ForEachRelevantActor ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) > & InActorClass, const FBox & IntersectionBounds, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) *)> InOperation ) const


className: FOnActorPartitionHashInvalidated

code: class FOnActorPartitionHashInvalidated : public TBaseMulticastDelegate_OneParam< void, const UActorPartitionSubsystem::FCellCoord & >


code: [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) * GetActor ( const [FActorPartitionIdentifier](API\Runtime\Engine\ActorPartition\FActorPartitionIdentifier) & InActorPartitionId, bool bInCreate, const [UActorPartitionSubsystem::FCellCoord](API\Runtime\Engine\ActorPartition\UActorPartitionSubsystem\FCellCoord) & InCellCoord, uint32 InGridSize, bool bInBoundsSearch, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) *)> InActorCreated )


code: [UActorPartitionSubsystem::FCellCoord](API\Runtime\Engine\ActorPartition\UActorPartitionSubsystem\FCellCoord) GetActorPartitionHash ( const [FActorPartitionGetParams](API\Runtime\Engine\ActorPartition\FActorPartitionGetParams) & GetParams ) const


code: FBaseActorPartition ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: template<> struct FWorldPartitionActorDescType< APartitionActor >


className: Type

code: typedef class FPartitionActorDesc Type


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: static FBox GetCellBounds &40; const FCellCoord & InCellCoord, uint32 InGridSize &41;


code: static FCellCoord GetCellCoord &40; FVector InPos, ULevel &42; InLevel, uint32 InGridSize &41;


code: static FCellCoord GetCellCoord &40; FIntPoint InPos, ULevel &42; InLevel, uint32 InGridSize &41;


code: bool operator&61;&61; &40; const FCellCoord & Other &41; const


code: FCellCoord &40; int64 InX, int64 InY, int64 InZ, ULevel &42; InLevel &41;


className: FBaseActorPartition

description: FBaseActorPartition

code: class FBaseActorPartition

OnActorPartitionHashInvalidated

type: FOnActorPartiti...

World

type: UWorld*


className: FCellCoord

code: struct FCellCoord


code: [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) * GetActor ( const [FActorPartitionGetParams](API\Runtime\Engine\ActorPartition\FActorPartitionGetParams) & GetParam )


description: Returns a matching actor based on the parameters being provided

code: [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) * GetActor ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) > & InActorClass, const [FCellCoord](API\Runtime\Engine\ActorPartition\UActorPartitionSubsystem\FCellCoord) & InCellCoords, bool bInCreate, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, uint32 InGridSize, bool bInBoundsSearch, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor) *)> InActorCreated )


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


className: UActorPartitionSubsystem

description: UActorPartitionSubsystem

code: class UActorPartitionSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


description: Gather references to actors from the root object.

code: namespace ActorsReferencesUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FActorReference](API\Runtime\Engine\FActorReference) > ActorsReferencesUtils::GetActorReferences ( const [FGetActorReferencesParams](API\Runtime\Engine\FGetActorReferencesParams) & InParams ) }


description: Gather direct references to actors from the root object.

code: namespace ActorsReferencesUtils { [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > ActorsReferencesUtils::GetActorReferences ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Root, EObjectFlags RequiredFlags, bool bRecursive ) }


description: Gather direct references to external actors from the root object.

code: namespace ActorsReferencesUtils { [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > ActorsReferencesUtils::GetExternalActorReferences ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Root, bool bRecursive ) }


className: ADPCMFormatHeader

code: struct ADPCMFormatHeader

BaseFormat

type: WaveFormatHeade...


code: namespace ADPCM { template<typename T> static void ADPCM::GetAdaptationCoefficients ( T(&) OutAdaptationCoefficient1, T(&) OutAdaptationCoefficient2 ) }


description: Decompress the Rotation component of a BoneAtom

code: virtual void GetBoneAtomRotation ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


description: Decompress the Scale component of a BoneAtom

code: virtual void GetBoneAtomScale ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


description: Decompress the Translation component of a BoneAtom

code: virtual void GetBoneAtomTranslation ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


description: Decompress all requested rotation components from an Animation Sequence

code: virtual void GetPoseRotations ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


description: Decompress all requested Scale components from an Animation Sequence

code: virtual void GetPoseScales ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


description: Decompress all requested translation components from an Animation Sequence

code: virtual void GetPoseTranslations ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


description: Handles the ByteSwap of compressed rotation data on import

code: virtual void ByteSwapRotationIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& RotTrackData, int32 NumKeysRot )


className: AEFConstantKeyLerp

code: template<int32 FORMAT> class AEFConstantKeyLerp : public [AEFConstantKeyLerpShared](API\Runtime\Engine\AEFConstantKeyLerpShared)


description: Handles the ByteSwap of compressed Scale data on import

code: virtual void ByteSwapScaleIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& ScaleTrackData, int32 NumKeysScale )


description: Handles the ByteSwap of compressed rotation data on export

code: virtual void ByteSwapRotationOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& RotTrackData, int32 NumKeysRot )


description: Handles the ByteSwap of compressed Scale data on export

code: virtual void ByteSwapScaleOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& ScaleTrackData, int32 NumKeysScale )


description: Handles the ByteSwap of compressed translation data on import

code: virtual void ByteSwapTranslationIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& TransTrackData, int32 NumKeysTrans )


description: Handles the ByteSwap of compressed translation data on export

code: virtual void ByteSwapTranslationOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& TransTrackData, int32 NumKeysTrans )


className: AEFConstantKeyLerpShared

description: Base class for all Animation Encoding Formats using consistently-spaced key interpolation.

code: class AEFConstantKeyLerpShared : public [AnimEncodingLegacyBase](API\Runtime\Engine\AnimEncodingLegacyBase)


description: Handles Byte-swapping incoming animation data from a MemoryReader

code: virtual void ByteSwapIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader )


description: Handles Byte-swapping a single track of animation data from a MemoryReader or to a MemoryWriter

code: template<class TArchive> static void ByteSwapOneTrack ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, TArchive & MemoryStream, int32 BufferStart, int32 Offset )


description: Handles Byte-swapping outgoing animation data to an array of BYTEs

code: virtual void ByteSwapOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter )


code: static void GetBoneAtomRotation ( FTransform & OutAtom, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


code: static void GetBoneAtomScale ( FTransform & OutAtom, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


code: static void GetBoneAtomTranslation ( FTransform & OutAtom, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


code: virtual void GetPoseRotations ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


code: virtual void GetPoseScales ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


code: virtual void GetPoseTranslations ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & Atoms, const BoneTrackArray & DesiredPairs, [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext )


description: Preserves 4 byte alignment within a stream

code: static void PreservePadding ( uint8 *& TrackData, [FMemoryArchive](API\Runtime\Core\Serialization\FMemoryArchive) & MemoryStream )


className: AEFPerTrackCompressionCodec

description: Decompression codec for the per-track compressor.

code: class AEFPerTrackCompressionCodec : public [AnimEncoding](API\Runtime\Engine\AnimEncoding)


description: Decompress the Rotation component of a BoneAtom

code: virtual void GetBoneAtomRotation ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


description: Decompress the Scale component of a BoneAtom

code: virtual void GetBoneAtomScale ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


description: Decompress the Translation component of a BoneAtom

code: virtual void GetBoneAtomTranslation ( FTransform & OutAtom, const [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex )


className: AEFVariableKeyLerp

code: template<int32 FORMAT> class AEFVariableKeyLerp : public [AEFVariableKeyLerpShared](API\Runtime\Engine\AEFVariableKeyLerpShared)


code: virtual void ByteSwapRotationOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& RotTrackData, int32 NumKeysRot )


code: virtual void ByteSwapRotationIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& RotTrackData, int32 NumKeysRot )


code: virtual void ByteSwapScaleIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& ScaleTrackData, int32 NumKeysScale )


code: virtual void ByteSwapTranslationIn ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryReader, uint8 *& TransTrackData, int32 NumKeysTransn )


code: virtual void ByteSwapScaleOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& ScaleTrackData, int32 NumKeysScale )


code: virtual void ByteSwapTranslationOut ( [FUECompressedAnimData](API\Runtime\Engine\Animation\FUECompressedAnimData) & CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryWriter, uint8 *& TransTrackData, int32 NumKeysTrans )


className: AEFVariableKeyLerpShared

description: Base class for all Animation Encoding Formats using variably-spaced key interpolation.

code: class AEFVariableKeyLerpShared : public [AEFConstantKeyLerpShared](API\Runtime\Engine\AEFConstantKeyLerpShared)


code: namespace ENavigationCoordSystem { enum Type { Unreal, Navigation, MAX, } }


code: namespace ENavigationAreaMode { enum Type { Apply, Replace, ApplyInLowPass, ReplaceInLowPass, } }


code: namespace ENavigationLockReason { enum Type { Unknown = 1 << 0, AllowUnregister = 1 << 1, MaterialUpdate = 1 << 2, LightingUpdate = 1 << 3, ContinuousEditorMove = 1 << 4, SpawnOnDragEnter = 1 << 5, } }


className: FActorBasedSignature

code: typedef TBaseDelegate_OneParam< void, [AActor](API\Runtime\Engine\GameFramework\AActor) & > FActorBasedSignature


className: FActorBooleBasedSignature

code: typedef TBaseDelegate_TwoParams< void, [AActor](API\Runtime\Engine\GameFramework\AActor) &, bool > FActorBooleBasedSignature


code: static void FillConvexNavAreaData ( const FVector * InPoints, const int32 InNumPoints, const FTransform & InLocalToWorld, [FConvexNavAreaData](API\Runtime\Engine\AI\FConvexNavAreaData) & OutConvexData, FBox & OutBounds )


className: FActorComponentBasedSignature

code: typedef TBaseDelegate_OneParam< void, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & > FActorComponentBasedSignature


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > GetAreaClass() const


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > GetAreaClassToReplace() const


code: namespace ENavigationShapeType { enum Type { Unknown, Cylinder, Box, Convex, InstancedConvex, } }


code: void GetBox ( [FBoxNavAreaData](API\Runtime\Engine\AI\FBoxNavAreaData) & Data ) const


code: void GetConvex ( [FConvexNavAreaData](API\Runtime\Engine\AI\FConvexNavAreaData) & Data ) const


code: void GetPerInstanceConvex ( const FTransform & InLocalToWorld, [FConvexNavAreaData](API\Runtime\Engine\AI\FConvexNavAreaData) & OutData ) const


code: void GetCylinder ( [FCylinderNavAreaData](API\Runtime\Engine\AI\FCylinderNavAreaData) & Data ) const


code: void Init ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > InAreaClass )


code: void InitializeConvex ( const [TNavStatArray](API\Runtime\Engine\AI\Navigation\TNavStatArray)< FVector > & Points, const int32 FirstIndex, const int32 LastIndex, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


code: void InitializePerInstanceConvex ( const [TNavStatArray](API\Runtime\Engine\AI\Navigation\TNavStatArray)< FVector > & Points, const int32 FirstIndex, const int32 LastIndex, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


description: Navigation area applied by this modifier

code: void SetAreaClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


description: Additional class for used by some ApplyModes, setting it will automatically change ApplyMode to keep backwards compatibility!

code: void SetAreaClassToReplace ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


description: Operation mode, ReplaceInLowPass will always automatically useUNavArea_LowHeightas ReplaceAreaClass!

code: void SetApplyMode ( [ENavigationAreaMode::Type](API\Runtime\Engine\AI\ENavigationAreaMode__Type) InApplyMode )


code: void SetBox ( const FBox & Box, const FTransform & LocalToWorld )


code: void SetConvex ( const FVector * InPoints, const int32 FirstIndex, const int32 LastIndex, [ENavigationCoordSystem::Type](API\Runtime\Engine\AI\ENavigationCoordSystem__Type) CoordType, const FTransform & LocalToWorld )


code: void SetExpandTopByCellHeight ( bool bExpand )


code: [FAreaNavModifier](API\Runtime\Engine\AI\FAreaNavModifier) & SetIncludeAgentHeight ( bool bInclude )


code: void SetPerInstanceConvex ( const FVector * InPoints, const int32 InFirstIndex, const int32 InLastIndex )


code: bool ShouldIncludeAgentHeight() const


code: FAreaNavModifier ( const FBox & Box, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


description: Deprecated*FAreaNavModifierconstructor with a UBrushComponent* parameter has been deprecated since it wasn't able to handle concave shapes. UseFCompositeNavModifier::CreateAreaModifiersinstead

code: FAreaNavModifier ( const [UBrushComponent](API\Runtime\Engine\Components\UBrushComponent) * BrushComponent, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


code: FAreaNavModifier ( float Radius, float Height, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


code: FAreaNavModifier ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points, const int32 FirstIndex, const int32 LastIndex, [ENavigationCoordSystem::Type](API\Runtime\Engine\AI\ENavigationCoordSystem__Type) CoordType, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


code: FAreaNavModifier ( const [TNavStatArray](API\Runtime\Engine\AI\Navigation\TNavStatArray)< FVector > & Points, const int32 FirstIndex, const int32 LastIndex, [ENavigationCoordSystem::Type](API\Runtime\Engine\AI\ENavigationCoordSystem__Type) CoordType, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


code: FAreaNavModifier ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points, [ENavigationCoordSystem::Type](API\Runtime\Engine\AI\ENavigationCoordSystem__Type) CoordType, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


code: FAreaNavModifier ( const FVector & Extent, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


className: FAreaNavModifier

description: Area modifier: base

code: struct FAreaNavModifier : public [FNavigationModifier](API\Runtime\Engine\AI\FNavigationModifier)

ApplyMode

type: TEnumAsByte<EN...

AreaClassOb

type: TWeakObjectPtr<...

description: This should take a value of a game specific navigation modifier

bExpandTopByCellHeight

type: uint8:  1

description: If set, area shape will be extended at the top by one cell height

bIncludeAgentHeight

description: If set, area shape will be extended by agent's height to cover area underneath like regular colliding geometry

bIsLowAreaModifier

description: Set when this modifier affects low spans in navmesh generation step

Bounds

type: FBox

Cost

type: float

description: Transient value used for navigation modifiers sorting. If < 0 then not set

Points

type: TArray< FVector...


className: FBoolControllerBasedSignature

code: typedef TBaseDelegate_OneParam< bool, const [AController](API\Runtime\Engine\GameFramework\AController) & > FBoolControllerBasedSignature


className: FBoolActorComponentBasedSignature

code: typedef TBaseDelegate_OneParam< bool, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & > FBoolActorComponentBasedSignature


className: FBoxNavAreaData

description: Area modifier: box shape (AABB)

code: struct FBoxNavAreaData


className: FComponentBoundsChangeSignature

code: typedef TBaseDelegate_ThreeParams< void, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) &, const FBox &, const FBox & > FComponentBoundsChangeSignature


code: void Add ( const [FAreaNavModifier](API\Runtime\Engine\AI\FAreaNavModifier) & Area )


code: void Add ( const [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) & Link )


code: void Add ( const [FCustomLinkNavModifier](API\Runtime\Engine\AI\FCustomLinkNavModifier) & Link )


code: void Add ( const [FCompositeNavModifier](API\Runtime\Engine\AI\FCompositeNavModifier) & Modifiers )


className: bEnableNavMeshResolutions

code: static bool bEnableNavMeshResolutions = true;


code: void CreateAreaModifiers ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass )


code: void CreateAreaModifiers ( const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const FTransform & LocalToWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass, const bool bIncludeAgentHeight )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAreaNavModifier](API\Runtime\Engine\AI\FAreaNavModifier) > & GetAreas() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomLinkNavModifier](API\Runtime\Engine\AI\FCustomLinkNavModifier) > & GetCustomLinks() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FCustomLinkNavModifier](API\Runtime\Engine\AI\FCustomLinkNavModifier) > & GetCustomLinks()


code: [TArray](API\Runtime\Core\Containers\TArray)< [FAreaNavModifier](API\Runtime\Engine\AI\FAreaNavModifier) > & GetMutableAreas()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) > & GetSimpleLinks() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) > & GetSimpleLinks()


description: Returns a copy of Modifier

code: [FCompositeNavModifier](API\Runtime\Engine\AI\FCompositeNavModifier) GetInstantiatedMetaModifier ( const struct [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) * NavAgent, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > WeakOwnerPtr ) const


description: Deprecated* This method will be removed in future versions. UseFNavigationRelevantData::HasPerInstanceTransformsinstead.

code: bool HasPerInstanceTransforms() const


code: bool IsPerInstanceModifier() const


code: void ReserveForAdditionalAreas ( int32 AdditionalElementsCount )


code: void SetFillCollisionUnderneathForNavmesh ( bool bValue )


code: void SetMaskFillCollisionUnderneathForNavmesh ( bool bValue )


code: void SetNavMeshResolution ( ENavigationDataResolution Resolution )


className: FCompositeNavModifier

code: struct FCompositeNavModifier : public [FNavigationModifier](API\Runtime\Engine\AI\FNavigationModifier)

NavDataPerInstanceTransformDelegate

type: FNavDataPerInst...

description: This property is deprecated and will be removed in future versions.


className: FControllerBasedSignature

code: typedef TBaseDelegate_OneParam< void, const [AController](API\Runtime\Engine\GameFramework\AController) & > FControllerBasedSignature


className: FConvexNavAreaData

code: struct FConvexNavAreaData


code: void Set ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavLinkDefinition](API\Runtime\Engine\AI\Navigation\UNavLinkDefinition) > LinkDefinitionClass, const FTransform & InLocalToWorld )


className: FCustomLinkNavModifier

code: struct FCustomLinkNavModifier : public [FNavigationModifier](API\Runtime\Engine\AI\FNavigationModifier)

LocalToWorld

type: FTransform


className: FCylinderNavAreaData

description: Area modifier: cylinder shape

code: struct FCylinderNavAreaData


className: FDoubleWorldBasedSignature

code: typedef TBaseDelegate_OneParam< double, const [UWorld](API\Runtime\Engine\Engine\UWorld) & > FDoubleWorldBasedSignature


className: FLevelBasedSignature

code: typedef TBaseDelegate_OneParam< void, [ULevel](API\Runtime\Engine\Engine\ULevel) & > FLevelBasedSignature


className: FNavAreaBasedSignature

code: typedef TBaseDelegate_NoParams< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > > FNavAreaBasedSignature


className: FNavDataClassFetchSignature

code: typedef TBaseDelegate_NoParams< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > FNavDataClassFetchSignature


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavLinkDefinition](API\Runtime\Engine\AI\Navigation\UNavLinkDefinition) > GetNavLinkClass() const


className: FNavDataConfigAndWorldSignature

code: typedef TBaseDelegate_OneParam< const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) &, const [UWorld](API\Runtime\Engine\Engine\UWorld) * > FNavDataConfigAndWorldSignature


className: FNavDataConfigBasedSignature

code: typedef TBaseDelegate_NoParams< const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & > FNavDataConfigBasedSignature


className: FNavDataForActorSignature

code: typedef TBaseDelegate_OneParam< [INavigationDataInterface](API\Runtime\Engine\AI\Navigation\INavigationDataInterface) *, const [AActor](API\Runtime\Engine\GameFramework\AActor) & > FNavDataForActorSignature


className: FNavDataForPropsSignature

code: typedef TBaseDelegate_OneParam< [INavigationDataInterface](API\Runtime\Engine\AI\Navigation\INavigationDataInterface) *, const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & > FNavDataForPropsSignature


description: Cancels build, may block until current running async tasks are finished

code: virtual void CancelBuild()


description: Blocks until build is complete

code: virtual void EnsureBuildCompletion()


code: virtual void ExportNavigationData ( const [FString](API\Runtime\Core\Containers\FString) & FileName ) const


description: Returns number of remaining tasks till build is complete

code: virtual int32 GetNumRemaningBuildTasks() const


description: Returns number of currently running tasks

code: virtual int32 GetNumRunningBuildTasks() const


code: virtual bool GetTimeSliceData ( int32 & OutNumRemainingBuildTasks, double & OutCurrentBuildTaskDuration ) const


description: Determines whether this generator is performing navigation building actions at the moment, dirty areas are also checked

code: virtual bool IsBuildInProgressCheckDirty() const


code: virtual void GrabDebugSnapshot ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot, const FBox & BoundingBox, const [FName](API\Runtime\Core\UObject\FName) & CategoryName, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity ) const


description: Debug

code: virtual uint32 LogMemUsed() const


description: Rebuilds all known navigation data

code: virtual bool RebuildAll()


description: Asks generator to update navigation affected by DirtyAreas

code: virtual void RebuildDirtyAreas ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationDirtyArea](API\Runtime\Engine\AI\Navigation\FNavigationDirtyArea) > & DirtyAreas )


description: Ticks navigation build If the generator is set to time sliced rebuild then this function will only get called when there is sufficient time (effectively roughly once in n frames where n is the number of time sliced nav data / generators currently building)

code: virtual void TickAsyncBuild ( float DeltaSeconds )


className: FNavDataGenerator

code: class FNavDataGenerator : public [TSharedFromThis< FNavDataGenerator, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


code: void AddNavModifiers ( const [FCompositeNavModifier](API\Runtime\Engine\AI\FCompositeNavModifier) & Modifiers )


code: void ExportChaosConvexMesh ( const [FKConvexElem](API\Runtime\Engine\PhysicsEngine\FKConvexElem) *const Convex, const FTransform & LocalToWorld )


code: void ExportChaosHeightFieldSlice ( const [FNavHeightfieldSamples](API\Runtime\Engine\AI\Navigation\FNavHeightfieldSamples) & PrefetchedHeightfieldSamples, const int32 NumRows, const int32 NumCols, const FTransform & LocalToWorld, const FBox & SliceBox )


code: void ExportChaosTriMesh ( const [Chaos::FTriangleMeshImplicitObject](API\Runtime\Chaos\Chaos\FTriangleMeshImplicitObject) *const TriMesh, const FTransform & LocalToWorld )


code: void ExportCustomMesh ( const FVector * VertexBuffer, int32 NumVerts, const int32 * IndexBuffer, int32 NumIndices, const FTransform & LocalToWorld )


code: void ExportRigidBodySetup ( [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) & BodySetup, const FTransform & LocalToWorld )


description: Optional delegate for geometry per instance transforms.

code: void SetNavDataPerInstanceTransformDelegate ( const FNavDataPerInstanceTransformDelegate & InDelegate )


code: virtual ~FNavigableGeometryExport()


code: void ExportChaosHeightField ( const [Chaos::FHeightField](API\Runtime\Chaos\Chaos\FHeightField) *const Heightfield, const FTransform & LocalToWorld )


className: FNavigableGeometryExport

code: struct FNavigableGeometryExport


className: FNavigationAutoUpdateEnableSignature

code: typedef TBaseDelegate_TwoParams< void, const bool, [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) * > FNavigationAutoUpdateEnableSignature


code: FNavigationLockContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ENavigationLockReason::Type](API\Runtime\Engine\AI\ENavigationLockReason__Type) Reason, bool bApplyLock )


code: FNavigationLockContext ( [ENavigationLockReason::Type](API\Runtime\Engine\AI\ENavigationLockReason__Type) Reason, bool bApplyLock )


className: FNavigationLockContext

code: class FNavigationLockContext


className: FNavigationModifier

code: struct FNavigationModifier

bHasMetaAreas

description: Set to true if any of areas used by this modifier is a meta nav area (UNavArea::IsMetaAreais true)


code: namespace FNavigationSystem { double FNavigationSystem::GetWorldPartitionNavigationDataBuilderOverlap ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) }


description: UWorld.NavigationSystem)

code: namespace FNavigationSystem { void FNavigationSystem::AddNavigationSystemToWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & WorldOwner, const FNavigationSystemRunMode RunMode, [UNavigationSystemConfig](API\Runtime\Engine\AI\UNavigationSystemConfig) * NavigationSystemConfig, const bool bInitializeForWorld, const bool bOverridePreviousNavSys ) }


description: Discards all navigation data chunks in all sub-levels

code: namespace FNavigationSystem { void FNavigationSystem::DiscardNavigationDataChunks ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld ) }


code: namespace FNavigationSystem { void FNavigationSystem::Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) }


code: namespace FNavigationSystem { enum ECleanupMode { CleanupWithWorld, CleanupUnsafe, } }


code: namespace FNavigationSystem { [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface) * FNavigationSystem::FindPathFollowingAgentForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & FNavigationSystem::GetBiggestSupportedAgent ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) }


description: Retrieves the transform the Navigation System is using to convert coords from FromCoordType to ToCoordType

code: namespace FNavigationSystem { const FTransform & FNavigationSystem::GetCoordTransform ( const [ENavigationCoordSystem::Type](API\Runtime\Engine\AI\ENavigationCoordSystem__Type) FromCoordType, const [ENavigationCoordSystem::Type](API\Runtime\Engine\AI\ENavigationCoordSystem__Type) ToCoordType ) }


code: namespace FNavigationSystem { template<typename TNavSys> TNavSys * FNavigationSystem::GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) }


code: namespace FNavigationSystem { template<typename TNavSys> const TNavSys * FNavigationSystem::GetCurrent ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) }


code: namespace FNavigationSystem { template<typename TNavSys> TNavSys * FNavigationSystem::GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject ) }


code: namespace FNavigationSystem { [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > FNavigationSystem::GetDefaultNavDataClass() }


code: namespace FNavigationSystem { [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > FNavigationSystem::GetDefaultObstacleArea() }


code: namespace FNavigationSystem { const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & FNavigationSystem::GetDefaultSupportedAgent() }


code: namespace FNavigationSystem { [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > FNavigationSystem::GetDefaultWalkableArea() }


code: namespace FNavigationSystem { [INavigationDataInterface](API\Runtime\Engine\AI\Navigation\INavigationDataInterface) * FNavigationSystem::GetNavDataForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { [UWorld](API\Runtime\Engine\Engine\UWorld) * FNavigationSystem::GetWorldFromContextObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject ) }


code: namespace FNavigationSystem { bool FNavigationSystem::IsEditorRunMode ( const FNavigationSystemRunMode Mode ) }


code: namespace FNavigationSystem { bool FNavigationSystem::HasComponentData ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp ) }


description: BoolHasComponentData(UActorComponent& Comp);

code: namespace FNavigationSystem { void FNavigationSystem::OnActorBoundsChanged ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnActorRegistered ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnActorUnregistered ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnComponentBoundsChanged ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp, const FBox & NewBounds, const FBox & DirtyArea ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnComponentRegistered ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnComponentTransformChanged ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) & Comp ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnComponentUnregistered ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp ) }


description: Pathfollowing

code: namespace FNavigationSystem { bool FNavigationSystem::IsFollowingAPath ( const [AController](API\Runtime\Engine\GameFramework\AController) & Controller ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnPIEEnd ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnPIEStart ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) }


code: namespace FNavigationSystem { void FNavigationSystem::OnPostEditActorMove ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { void FNavigationSystem::RegisterComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp ) }


code: namespace FNavigationSystem { void FNavigationSystem::RemoveActorData ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { void FNavigationSystem::SetNavigationAutoUpdateEnabled ( const bool bNewEnable, [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) * InNavigationSystem ) }


code: namespace FNavigationSystem { void FNavigationSystem::UnregisterComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp ) }


code: namespace FNavigationSystem { void FNavigationSystem::StopMovement ( const [AController](API\Runtime\Engine\GameFramework\AController) & Controller ) }


code: namespace FNavigationSystem { void FNavigationSystem::UpdateActorAndComponentData ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor, bool bUpdateAttachedActors ) }


code: namespace FNavigationSystem { void FNavigationSystem::UpdateComponentData ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp ) }


code: namespace FNavigationSystem { void FNavigationSystem::UpdateActorData ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) }


code: namespace FNavigationSystem { void FNavigationSystem::UpdateComponentDataAfterMove ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) & Comp ) }


code: namespace FNavigationSystem { void FNavigationSystem::UpdateLevelCollision ( [ULevel](API\Runtime\Engine\Engine\ULevel) & Level ) }


code: namespace FNavigationSystem { void FNavigationSystem::VerifyNavigationRenderingComponents ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const bool bShow ) }


code: namespace FNavigationSystem { bool FNavigationSystem::WantsComponentChangeNotifies() }


className: FOnNavAreaGenericEvent

code: typedef TMulticastDelegate_TwoParams< void, const [UWorld](API\Runtime\Engine\Engine\UWorld) &, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > FOnNavAreaGenericEvent


className: FOnNavigationInitSignature

code: typedef TMulticastDelegate_OneParam< void, const [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) & > FOnNavigationInitSignature


className: FSceneComponentBasedSignature

code: typedef TBaseDelegate_OneParam< void, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) & > FSceneComponentBasedSignature


code: void AddLink ( const [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) & InLink )


code: void AddSegmentLink ( const [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) & InLink )


code: void AppendLinks ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & InLinks )


code: void AppendSegmentLinks ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) > & InLinks )


code: [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) & operator= ( const [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) & Other )


code: [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) & operator= ( [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) && Other )


code: void SetSegmentLinks ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) > & InLinks )


code: void SetLinks ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & InLinks )


code: FSimpleLinkNavModifier ( [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) && Other )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FSimpleLinkNavModifier ( const [FSimpleLinkNavModifier](API\Runtime\Engine\AI\FSimpleLinkNavModifier) & )


code: FSimpleLinkNavModifier ( const [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) & InLink, const FTransform & InLocalToWorld )


code: FSimpleLinkNavModifier ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & InLinks, const FTransform & InLocalToWorld )


code: FSimpleLinkNavModifier ( const [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) & InLink, const FTransform & InLocalToWorld )


code: FSimpleLinkNavModifier ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) > & InSegmentLinks, const FTransform & InLocalToWorld )


className: FSimpleLinkNavModifier

description: This modifier allows defining ad-hoc navigation links defining connections in an straightforward way.

code: struct FSimpleLinkNavModifier : public [FNavigationModifier](API\Runtime\Engine\AI\FNavigationModifier)

bHasFallDownLinks

description: Set to true if any of links stored is a "fall down" link, i.e. requires vertical snapping to geometry

Links

type: TArray<FNaviga...

description: Use Set/Append/Add function to update links, they will take care of meta areas

NavLinkId

type: FNavLinkId


className: FWorldBasedSignature

code: typedef TBaseDelegate_OneParam< void, [UWorld](API\Runtime\Engine\Engine\UWorld) & > FWorldBasedSignature


className: FWorldBoolBasedSignature

code: typedef TBaseDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) &, const bool > FWorldBoolBasedSignature


className: FWorldByteBasedSignature

code: typedef TBaseDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) &, uint8 > FWorldByteBasedSignature


code: [UAISystemBase](API\Runtime\Engine\AI\UAISystemBase) * CreateAISystemInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: IAISystemModule

code: class IAISystemModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: This actor's avoidance group mask

code: int32 GetAvoidanceGroupMask&40;&41;


description: Agent groups to avoid mask

code: int32 GetGroupsToAvoidMask&40;&41;


description: Agent groups to ignore

code: int32 GetGroupsToIgnoreMask&40;&41;


className: IPathFollowingManagerInterface

code: class IPathFollowingManagerInterface


description: The scaled collider height to consider for RVO avoidance

code: float GetRVOAvoidanceHeight&40;&41;


description: The scaled collider radius to consider for RVO avoidance


description: Get the Location from where the RVO avoidance should originate

code: FVector GetRVOAvoidanceOrigin&40;&41;


code: float GetRVOAvoidanceRadius&40;&41;


description: Return the AvoidanceUID assigned by the Avoidance Manager during registration

code: int32 GetRVOAvoidanceUID&40;&41;


description: Returns the AvoidanceWeight assigned by the Avoidance Manager during registration

code: float GetRVOAvoidanceWeight&40;&41;


description: Store the avoidance group mask

code: void SetAvoidanceGroupMask &40; int32 GroupFlags &41;


description: Store the groups to avoid mask

code: void SetGroupsToAvoidMask &40; int32 GroupFlags &41;


description: Store the groups to ignore mask

code: void SetGroupsToIgnoreMask &40; int32 GroupFlags &41;


description: Store the AvoidanceWeight generated by the Avoidance Manager

code: void SetRVOAvoidanceWeight &40; float Weight &41;


description: Store the AvoidanceUID generated by the Avoidance Manager

code: void SetRVOAvoidanceUID &40; int32 UID &41;


description: The velocity of the avoiding entity


className: IRVOAvoidanceInterface

code: class IRVOAvoidanceInterface


code: namespace ENavAreaEvent { enum Type { Registered, Unregistered, } }


code: namespace ENavigationDirtyFlag { enum Type { Geometry = (1 << 0), DynamicModifier = (1 << 1), UseAgentHeight = (1 << 2), NavigationBounds = (1 << 3), All = Geometry | DynamicModifier, } }


code: namespace ENavigationOptionFlag { enum Type { Default, Enable, Disable, MAX, } }


code: namespace ENavLinkDirection { enum Type { BothWays, LeftToRight, RightToLeft, } }


code: namespace ENavigationQueryResult { enum Type { Invalid, Error, Fail, Success, } }


code: namespace ENavPathEvent { enum Type { Cleared, NewPath, UpdatedDueToGoalMoved, UpdatedDueToNavigationChanged, Invalidated, RePathFailed, MetaPathUpdate, Custom, } }


code: namespace EPathObservationResult { enum Type { NoLongerObserving, NoChange, RequestRepath, } }


code: namespace ENavPathUpdateType { enum Type { GoalMoved, NavigationChanged, MetaPathUpdate, Custom, } }


className: FMovementProperties

description: Movement capabilities, determining available movement options for Pawns and used by AI for reachability tests.

code: struct FMovementProperties

bCanCrouch

type: uint8: 1

description: If true, this Pawn is capable of crouching.

bCanFly

description: If true, this Pawn is capable of flying.

bCanJump

description: If true, this Pawn is capable of jumping.

bCanSwim

description: If true, this Pawn is capable of swimming or moving through fluid volumes.

bCanWalk

description: If true, this Pawn is capable of walking or moving on the ground.


code: bool IsEquivalent ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & Other, float Precision ) const


code: bool HasStepHeightOverride() const


code: bool IsNavDataMatching ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & Other ) const


className: DefaultProperties

code: static const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) DefaultProperties;


code: [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & operator= ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & Other )


code: bool operator== ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & Other ) const


code: void SetPreferredNavData ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > NavDataClass )


code: void UpdateWithCollisionComponent ( class [UShapeComponent](API\Runtime\Engine\Components\UShapeComponent) * CollisionComponent )


code: FNavAgentProperties ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & Other )


code: FNavAgentProperties ( float Radius, float Height )


className: FNavAgentProperties

description: Properties of representation of an 'agent' (or Pawn) used by AI navigation/pathfinding.

code: struct FNavAgentProperties : public [FMovementProperties](API\Runtime\Engine\AI\Navigation\FMovementProperties)

AgentHeight

description: Total height of the capsule used for navigation/pathfinding.

AgentRadius

description: Radius of the capsule used for navigation/pathfinding.

AgentStepHeight

description: Step height to use, or -1 for default value from navdata's config.

NavWalkingSearchHeightScale

description: Scale factor to apply to height of bounds when searching for navmesh to project to when nav walking

PreferredNavData

type: FSoftClassPath

description: Type of navigation data used by agent, null means "any"


className: AllAgentsMask

code: static const uint32 AllAgentsMask = 0x7fffffff;


code: bool Contains ( int32 AgentIndex ) const


className: InitializedBit

code: static const uint32 InitializedBit = 0x80000000;


code: bool IsSame ( const [FNavAgentSelector](API\Runtime\Engine\AI\Navigation\FNavAgentSelector) & Other ) const


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FNavAgentSelector

code: struct FNavAgentSelector

type: union FNavAgent...

type: uint32:  1


code: FNavAgentSelector ( const uint32 InBits )


className: FNavAllocator

code: typedef FDefaultAllocator FNavAllocator


description: Init function for internal use to guard against data changes not being reflected in blueprint-accessible creation functions

code: void Init ( [UAvoidanceManager](API\Runtime\Engine\AI\Navigation\UAvoidanceManager) * Avoidance, const FVector & InCenter, float InRadius, float InHalfHeight, const FVector & InVelocity, float InWeight, int32 InGroupMask, int32 InGroupsToAvoid, int32 InGroupsToIgnore, float InTestRadius2D )


code: bool ShouldIgnoreGroup ( int32 OtherGroupMask ) const


code: FNavAvoidanceData ( [UAvoidanceManager](API\Runtime\Engine\AI\Navigation\UAvoidanceManager) * Manager, [IRVOAvoidanceInterface](API\Runtime\Engine\AI\IRVOAvoidanceInterface) * AvoidanceComp )


code: bool HasGroup ( uint8 GroupID ) const


code: void SetFlagsDirectly ( uint32 NewFlagset )


className: FNavAvoidanceData

code: struct FNavAvoidanceData

Center

type: FVector

description: Current location

GroupMask

description: Group data

GroupsToAvoid

description: Avoid agents is they belong to one of specified groups

GroupsToIgnore

description: Do NOT avoid agents is they belong to one of specified groups, takes priority over GroupsToAvoid

HalfHeight

description: Height (object is treated as a cylinder)

OverrideWeightTime

type: double

description: Weight is treated as a hard 1.0 while this is active. This is set by code.

Radius

description: Radius (object is treated as a cylinder)

RemainingTimeToLive

description: RVO data is automatically cleared if it's not overwritten first.

description: Radius of the area to consider for avoidance

Velocity

description: Current velocity

Weight

description: Weight for RVO (set by user)


className: FNavAvoidanceMask

code: struct FNavAvoidanceMask

type: union FNavAvoid...


className: FNavCollisionConvex

code: struct FNavCollisionConvex

IndexBuffer

type: TNavStatArray< ...


code: template<typename T> [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< T > GetNavDataClass() const


code: void SetNavDataClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InNavDataClass )


code: void SetNavDataClass ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InNavDataClass )


code: [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & operator= ( const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & Other )


code: FNavDataConfig ( const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & Other )


code: FNavDataConfig ( float Radius, float Height )


className: FNavDataConfig

code: struct FNavDataConfig : public [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties)

Color

type: FColor

description: Color used to represent this agent in the editor and for debugging

DefaultQueryExtent

description: Rough size of this agent, used when projecting unto navigation mesh

Name

type: FName

description: Internal/debug name of this agent

NavDataClass

type: TSoftClassPtr< ...

description: Class to use when spawning navigation data instance


className: FNavEdgeSegment

code: struct FNavEdgeSegment


code: void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


className: FNavHeightfieldSamples

description: Generic "landscape" support

code: struct FNavHeightfieldSamples

Holes

type: TBitArray


code: bool operator== ( const [FNavigationBounds](API\Runtime\Engine\AI\Navigation\FNavigationBounds) & Other ) const


className: FNavigationBounds

code: struct FNavigationBounds

AreaBox

type: FBox

Level

type: TWeakObjectPtr<...

SupportedAgents

type: FNavAgentSelect...


className: Type

code: enum Type { Added, Removed, Updated, }


className: FNavigationBoundsUpdateRequest

code: struct FNavigationBoundsUpdateRequest

NavBounds

type: FNavigationBoun...

UpdateRequest

type: Type


code: bool HasFlag ( [ENavigationDirtyFlag::Type](API\Runtime\Engine\AI\Navigation\ENavigationDirtyFlag__Type) Flag ) const


code: bool operator== ( const [FNavigationDirtyArea](API\Runtime\Engine\AI\Navigation\FNavigationDirtyArea) & Other ) const


code: bool operator!= ( const [FNavigationDirtyArea](API\Runtime\Engine\AI\Navigation\FNavigationDirtyArea) & Other ) const


code: FNavigationDirtyArea ( const FBox & InBounds, int32 InFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) *const InOptionalSourceObject )


className: FNavigationDirtyArea

code: struct FNavigationDirtyArea


code: bool operator== ( const [FNavigationDirtyElement](API\Runtime\Engine\AI\Navigation\FNavigationDirtyElement) & Other ) const


code: bool operator== ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OtherOwner ) const


code: FNavigationDirtyElement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner, [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) * InNavInterface, int32 InFlagsOverride, const bool bUseWorldPartitionedDynamicMode )


code: FNavigationDirtyElement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


code: [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) Rotate ( const FRotator & Rotation ) const


code: [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) Transform ( const FTransform & Transformation ) const


className: FNavigationDirtyElement

code: struct FNavigationDirtyElement

bHasPrevData

type: uint8:  1

description: Prev flags & bounds data are set

bInvalidRequest

description: Request was invalidated while queued, use prev values to dirty area

bIsFromVisibilityChange

description: Requested during visibility change of the owning level (loading/unloading)

bIsInBaseNavmesh

description: Part of the base navmesh

FlagsOverride

description: Override for update flags

NavInterface

type: INavRelevantInt...

description: Cached interface pointer

Owner

type: FWeakObjectPtr

description: Object owning this element

PrevBounds

description: Bounds of already existing entry for this actor

PrevFlags

description: Flags of already existing entry for this actor


code: [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) Translate ( const FVector & Translation ) const


code: FNavigationLink ( const FVector & InLeft, const FVector & InRight )


description: Set up bCustomFlagX properties and expose them for edit

code: static void DescribeCustomFlags ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & EditableFlagNames, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavLinkPropertiesOwnerClass )


className: FNavigationLink

code: struct FNavigationLink : public [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase)


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetAreaClass() const


className: InvalidUserId

description: Needs to be 0 for recast data generator

code: static constexpr uint32 InvalidUserId = 0;


code: [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase) & operator= ( const [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase) & Other )


code: void InitializeAreaClass ( const bool bForceRefresh )


code: [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase) & operator= ( [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase) && Other )


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetAreaClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAreaClass )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FNavigationLinkBase ( const [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase) & )


code: FNavigationLinkBase ( [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase) && Other )


className: FNavigationLinkBase

code: struct FNavigationLinkBase

type: union FNavigati...

description: DEPRECATED AGENT CONFIG.

description: Custom flag, check DescribeCustomFlags for details

bSnapToCheapestArea

description: If set, link will try to snap to cheapest area in given radius

type: uint32:  1

Description

type: FString

description: This is an editor-only property to put descriptions in navlinks setup, to be able to identify it easier

Direction

type: TEnumAsByte<EN...

LeftProjectHeight

type: float

description: If greater than 0 nav system will attempt to project navlink's start point on geometry below

MaxFallDownLength

description: If greater than 0 nav system will attempt to project navlink's end point on geometry below

NavLinkId

type: FNavLinkId

SupportedAgents

description: Restrict area only to specified agents


code: FVector GetPoint ( const int32 Index ) const


code: FNavigationPortalEdge ( const FVector & InLeft, const FVector & InRight, NavNodeRef InToRef )


className: FNavigationPortalEdge

code: struct FNavigationPortalEdge

Left

type: FVector

ToRef

type: NavNodeRef


code: FNavigationProjectionWork ( const FVector & StartPoint, const FBox & CustomProjectionLimits )


className: FNavigationProjectionWork

code: struct FNavigationProjectionWork

description: If set, projection function scoring will be biased for 2D work (e.g. in case of navmesh, findNearestPoly2D)

bIsValid

description: If set, data in this structure is valid

bResult

description: Result of projection function.

OutLocation

type: FNavLocation

description: Result point with nav Id

Point

type: const FVector

description: Source point

ProjectionLimit

description: Projection range


code: void Assign ( const [FNavigationQueryFilter](API\Runtime\Engine\AI\Navigation\FNavigationQueryFilter) & Source )


className: DefaultMaxSearchNodes

code: static const uint32 DefaultMaxSearchNodes = MAX_NAV_SEARCH_NODES;


description: Post processing for pathfinding's end point

code: FVector GetAdjustedEndLocation ( const FVector & EndPoint ) const


description: Get travel & entering costs for all areas

code: void GetAllAreaCosts ( float * CostArray, float * FixedCostArray, const int32 Count ) const


code: FSharedNavQueryFilter GetCopy() const


description: Get forbidden flags of navigation nodes

code: uint16 GetExcludeFlags() const


description: Get heuristic scaling factor

code: float GetHeuristicScale() const


code: const [INavigationQueryFilterInterface](API\Runtime\Engine\AI\Navigation\INavigationQueryFilterInterface) * GetImplementation() const


description: Get required flags of navigation nodes

code: uint16 GetIncludeFlags() const


description: Get node limit for A* loop

code: uint32 GetMaxSearchNodes() const


description: Get backtracking status

code: bool IsBacktrackingEnabled() const


code: bool operator== ( const [FNavigationQueryFilter](API\Runtime\Engine\AI\Navigation\FNavigationQueryFilter) & Other ) const


description: Set travel cost for all areas

code: void SetAllAreaCosts ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & CostArray )


description: Set travel cost for all areas

code: void SetAllAreaCosts ( const float * CostArray, const int32 Count )


description: Set travel cost for area

code: void SetAreaCost ( uint8 AreaType, float Cost )


description: Mark filter as backtracking - parse directional links in opposite direction (find path from End to Start, but all links works like on path from Start to End)

code: void SetBacktrackingEnabled ( const bool bBacktracking )


description: Mark area as excluded from path finding

code: void SetExcludedArea ( uint8 AreaType )


code: void SetFilterImplementation ( const [INavigationQueryFilterInterface](API\Runtime\Engine\AI\Navigation\INavigationQueryFilterInterface) * InQueryFilterImpl )


description: Set forbidden flags of navigation nodes

code: void SetExcludeFlags ( uint16 Flags )


code: template<typename FilterType> void SetFilterType()


description: Set entering cost for area

code: void SetFixedAreaEnteringCost ( uint8 AreaType, float Cost )


description: Set required flags of navigation nodes

code: void SetIncludeFlags ( uint16 Flags )


description: Set node limit for A* loop

code: void SetMaxSearchNodes ( const uint32 MaxNodes )


code: FNavigationQueryFilter &40; const FNavigationQueryFilter & Source &41;


code: FNavigationQueryFilter &40; const FNavigationQueryFilter &42; Source &41;


code: FNavigationQueryFilter &40; const FSharedNavQueryFilter Source &41;


className: FNavigationQueryFilter

code: struct FNavigationQueryFilter : public [TSharedFromThis< FNavigationQueryFilter, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

QueryFilterImpl

type: TSharedPtr<INa...


code: FNavigationRaycastWork ( const FVector & InRayStart, const FVector & InRayEnd )


className: FNavigationRaycastWork

code: struct FNavigationRaycastWork : public [FRayStartEnd](API\Runtime\Engine\AI\Navigation\FRayStartEnd)

bDidHit

type: bool

HitLocation

description: Depending on bDidHit HitLocation contains either actual hit location or RayEnd


code: static bool IsValid &40; const uint8 &42; RawData, int32 RawDataSize &41;


className: FFilterNavDataDelegate

code: typedef TBaseDelegate_OneParam< bool, const struct [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) * > FFilterNavDataDelegate


className: FCollisionDataHeader

description: CollisionData should always start with this struct for validation purposes

code: struct FCollisionDataHeader


code: SIZE_T GetGeometryAllocatedSize() const


code: [FCompositeNavModifier](API\Runtime\Engine\AI\FCompositeNavModifier) GetModifierForAgent ( const struct [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) * NavAgent ) const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetOwner() const


code: bool HasPerInstanceTransforms() const


code: bool IsMatchingFilter ( const [FNavigationRelevantDataFilter](API\Runtime\Engine\AI\Navigation\FNavigationRelevantDataFilter) & Filter ) const


code: FNavigationRelevantData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Source )


className: FNavigationRelevantData

code: struct FNavigationRelevantData : public [TSharedFromThis< FNavigationRelevantData, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

bLoadedData

description: From level loading (only valid in WP dynamic mode)

Bounds

type: FBox

description: Bounds of geometry (unreal coords)

bPendingLazyGeometryGathering

description: Get set to true when lazy navigation exporting is enabled and this navigation data has "potential" of containing geometry data.

CollisionData

type: TNavStatArray< ...

description: Exported geometry (used by recast navmesh as FRecastGeometryCache)

Modifiers

type: FCompositeNavMo...

description: Additional modifiers: areas and external links

NavDataPerInstanceTransformDelegate

type: FNavDataPerInst...

description: Gathers per instance data for navigation geometry in a specified area box

ShouldUseGeometryDelegate

type: FFilterNavDataD...

description: Called to check if hosted geometry should be used for givenFNavDataConfig.

SourceObject

type: TWeakObjectPtr<...

description: UObjectthese data represents

VoxelData

description: Cached voxels (used by recast navmesh as FRecastVoxelCache)


className: FNavigationRelevantDataFilter

code: struct FNavigationRelevantDataFilter

bExcludeLoadedData

type: uint32:  1

description: Fail if from level loading (only valid in WP dynamic mode)

bIncludeAreas

description: Pass when actor has any area modifier

bIncludeGeometry

description: Pass when actor has geometry

bIncludeMetaAreas

description: Pass when actor has any modifier with meta area

bIncludeOffmeshLinks

description: Pass when actor has any offmesh link modifier


code: [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) Transform ( const FTransform & Transformation ) const


code: [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) Translate ( const FVector & Translation ) const


code: FNavigationSegmentLink ( const FVector & InLeftStart, const FVector & InLeftEnd, const FVector & InRightStart, const FVector & InRightEnd )


className: FNavigationSegmentLink

code: struct FNavigationSegmentLink : public [FNavigationLinkBase](API\Runtime\Engine\AI\Navigation\FNavigationLinkBase)


code: namespace FNavigationSystem { bool FNavigationSystem::BoxesAreSame ( const FBox & A, const FBox & B ) }


code: namespace FNavigationSystem { constexpr FBox FNavigationSystem::InvalidBoundingBox ( ForceInit, [UE::Math::TBoxConstInit](API\Runtime\Core\Math\TBoxConstInit){} ) }


description: Returns true if the visibility of the owning level is currently changing (loading/unloading).

code: namespace FNavigationSystem { bool FNavigationSystem::IsLevelVisibilityChanging ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) }


description: Objects placed directly in the level and objects placed in the base navmesh data layers are in the base navmesh.

code: namespace FNavigationSystem { bool FNavigationSystem::IsInBaseNavmesh ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) }


code: namespace FNavigationSystem { bool FNavigationSystem::IsValidLocation ( const FVector & TestLocation ) }


description: Helper function: returns unique Auxiliary ID for custom links.


className: Invalid

code: static const [FNavLinkAuxiliaryId](API\Runtime\Engine\AI\Navigation\FNavLinkAuxiliaryId) Invalid = FNavLinkAuxiliaryId();


className: InvalidLinkId

code: static constexpr uint64 InvalidLinkId = 0;


code: bool operator== ( const [FNavLinkAuxiliaryId](API\Runtime\Engine\AI\Navigation\FNavLinkAuxiliaryId) & Other ) const


code: bool operator!= ( const [FNavLinkAuxiliaryId](API\Runtime\Engine\AI\Navigation\FNavLinkAuxiliaryId) & Other ) const


code: FNavLinkAuxiliaryId &40; uint64 InId &41;


description: Helper function: returns unique ID number for custom links.

code: static [FNavLinkId](API\Runtime\Engine\AI\Navigation\FNavLinkId) GenerateUniqueId ( [FNavLinkAuxiliaryId](API\Runtime\Engine\AI\Navigation\FNavLinkAuxiliaryId) AuxiliaryId, [FGuid](API\Runtime\Core\Misc\FGuid) ActorInstanceGuid )


className: FNavLinkAuxiliaryId

description: There should be one of these Ids generated and stored per Actor or Component that inherits fromINavLinkCustomInterface. Primarily its a way of differentiating between Components that inherit fromINavLinkCustomInterfaceas the ActorInstanceGuid alone can not do this.SeeUNavLinkCustomComponentas an example. For Level Instances these will be different for each component in an actor but repeated in repeated Level Instances.FNavLinkId::GenerateUniqueId() uses this to make the UniqueId

code: struct FNavLinkAuxiliaryId


code: static const [FNavLinkId](API\Runtime\Engine\AI\Navigation\FNavLinkId) Invalid = FNavLinkId();


description: New non Legacy NavLinkIds have the most significant bit set to 1. Only Id's formed fromGenerateUniqueId()should have the most significant bit set to 1. We should only see extremely rare clashes here anyway with 63 bits for the city hash in the sort of number of CustomLinks we are likely to have and there is a system in place to handle this for dynamic meshes at run time. For static meshes the AuxiliaryId / ActorInstanceGuid will need to be generated again in the editor (probably easiest by deleting and readding the actor / component in the editor at the moment).

code: bool IsLegacyId() const


className: NavLinkIdBitMask

code: static constexpr uint64 NavLinkIdBitMask = 1ULL << 63;


code: bool operator== ( const [FNavLinkId](API\Runtime\Engine\AI\Navigation\FNavLinkId) & Other ) const


code: bool operator!= ( const [FNavLinkId](API\Runtime\Engine\AI\Navigation\FNavLinkId) & Other ) const


className: FNavLinkId

description: NavLink Id type. Legacy Ids were generated using the incremental ID system which has been deprecated but will be supported for quite some time. The new system uses CityHash usingGenerateUniqueId()Only NavLinks generated this way should have the most significant bit of the id set to 1.

code: struct FNavLinkId


description: Checks if location has associated navigation node ref

code: bool HasNodeRef() const


className: FNavLocation::operator FVector

code: operator FVector() const


code: bool operator== ( const [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & Other ) const


className: FNavLocation

description: Describes a point in navigation data

code: struct FNavLocation

Location

description: Location relative to path's base

NodeRef

description: Node reference in navigation data


code: FNavLocation ( const FVector & InLocation, NavNodeRef InNodeRef )


code: [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & operator= ( [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) && Other )


code: [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & operator= ( const [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & Other )


code: bool operator== ( const [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & Other ) const


code: FNavPathPoint ( const FVector & InLocation, NavNodeRef InNodeRef, uint32 InFlags )


code: FNavPathPoint ( [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) && Other )


className: FNavPathPoint

description: Describes node in navigation path

code: struct FNavPathPoint : public [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation)

CustomNavLinkId

description: Unique Id of custom navigation link starting at this point

Flags

description: Extra node flags


className: NextUniqueId

code: static uint32 NextUniqueId = 0;


code: bool IsA ( const [FNavPathType](API\Runtime\Engine\AI\Navigation\FNavPathType) & Other ) const


code: bool operator== ( const [FNavPathType](API\Runtime\Engine\AI\Navigation\FNavPathType) & Other ) const


code: FNavPathType ( const [FNavPathType](API\Runtime\Engine\AI\Navigation\FNavPathType) * Parent )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FNavPathPoint ( const [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & )


className: FNavPathType

description: Path type data

code: struct FNavPathType


code: FRayStartEnd ( const FVector & InRayStart, const FVector & InRayEnd )


className: FRayStartEnd

code: struct FRayStartEnd


className: FVelocityAvoidanceCone

code: struct FVelocityAvoidanceCone


code: virtual void GetMoveGoalReachTest &40; AActor &42; MovingActor, const FVector & MoveOffset, FVector & GoalOffset, float & GoalRadius, float & GoalHalfHeight &41; const


description: Get cylinder for testing if actor has been reached

code: virtual void GetMoveGoalReachTest &40; const AActor &42; MovingActor, const FVector & MoveOffset, FVector & GoalOffset, float & GoalRadius, float & GoalHalfHeight &41; const


description: Retrieves Agent's location

code: virtual FVector GetNavAgentLocation&40;&41; const


description: RetrievesFNavAgentPropertiesexpressing navigation props and caps of represented agent  the function will be renamed to GetNavAgentProperties in 4.8. Current name was introduced to help with deprecating old GetNavAgentProperties function

code: virtual const FNavAgentProperties & GetNavAgentPropertiesRef&40;&41; const


description: Retrieves PathFollowingAgent for this NavAgent

code: virtual IPathFollowingAgentInterface &42; GetPathFollowingAgent&40;&41; const


description: Checks if the agent is actively following a navigation path

code: virtual bool IsFollowingAPath&40;&41; const


description: Allows delaying repath requests

code: virtual bool ShouldPostponePathUpdates&40;&41; const


className: INavAgentInterface

code: class INavAgentInterface


className: INavEdgeProviderInterface

code: class INavEdgeProviderInterface


description:
Determines whether the specified NavNodeRef is still valid
true if valid, false otherwise

code: virtual bool IsNodeRefValid ( NavNodeRef NodeRef ) const


description:
Tries to move current nav location towards target constrained to navigable area.
true if successful, false otherwise

code: virtual bool FindMoveAlongSurface ( const [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & StartLocation, const FVector & TargetPosition, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & OutLocation, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description:
Tries to project given Point to this navigation type, within given Extent.
true if successful, false otherwise

code: virtual bool ProjectPoint ( const FVector & Point, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & OutLocation, const FVector & Extent, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


className: INavigationDataInterface

code: class INavigationDataInterface


code: [INavigationQueryFilterInterface](API\Runtime\Engine\AI\Navigation\INavigationQueryFilterInterface) * CreateCopy() const


code: virtual FVector GetAdjustedEndLocation ( const FVector & EndLocation ) const


code: void GetAllAreaCosts ( float * CostArray, float * FixedCostArray, const int32 Count ) const


code: bool IsBacktrackingEnabled() const


code: bool IsEqual ( const [INavigationQueryFilterInterface](API\Runtime\Engine\AI\Navigation\INavigationQueryFilterInterface) * Other ) const


code: void SetAllAreaCosts ( const float * CostArray, const int32 Count )


code: void SetAreaCost ( uint8 AreaType, float Cost )


code: void SetBacktrackingEnabled ( const bool bBacktracking )


code: void SetExcludedArea ( uint8 AreaType )


code: void SetExcludeFlags ( uint16 Flags )


code: void SetIncludeFlags ( uint16 Flags )


className: INavigationQueryFilterInterface

description: For now leave all the real numbers here as floats instead of conversion toFVector::FReal. Its not worth changing the virtual functions and breaking any existing code. Its not required for heuristic scale or area costs to be larger or have greater precison than a float.

code: class INavigationQueryFilterInterface


description: Called when path generated by PathGenerator becomes invalid

code: virtual void OnPathInvalid &40; class INavigationPathGenerator &42; PathGenerator &41;


description: Called when path generation by PathGenerator fails

code: virtual void OnPathFailed &40; class INavigationPathGenerator &42; PathGenerator &41;


description: Called on Navigation Agent when given PathGenerator updated it's path.

code: virtual void OnPathUpdated &40; class INavigationPathGenerator &42; PathGenerator &41;


description: This function is called "on demand", whenever that specified piece of geometry is needed for navigation generation

code: virtual void GatherGeometrySlice &40; FNavigableGeometryExport & GeomExport, const FBox & SliceBox &41; const


code: virtual ENavDataGatheringMode GetGeometryGatheringMode&40;&41; const


description: Get bounds for navigation octree

code: virtual FBox GetNavigationBounds&40;&41; const


description: Prepare navigation modifiers

code: virtual void GetNavigationData &40; FNavigationRelevantData & Data &41; const


code: void SetFixedAreaEnteringCost ( uint8 AreaType, float Cost )


description: Get navigation parent Adds modifiers to existing octree node, GetNavigationBounds and IsNavigationRelevant won't be checked

code: virtual UObject &42; GetNavigationParent&40;&41; const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant&40;&41; const


description: Called on Game-thread to give implementer a change to perform actions that require game-thread to run, for example precaching physics data


description: If this instance knows how to export sub-sections of self

code: virtual bool SupportsGatheringGeometrySlices&40;&41; const


className: INavPathObserverInterface

code: class INavPathObserverInterface


description: Update bounds, called after moving owning actor


className: INavRelevantInterface

code: class INavRelevantInterface


description: Called when falling movement ends.

code: virtual void OnLanded&40;&41;


description: Called when falling movement starts.

code: virtual void OnStartedFalling&40;&41;


description: Called when pathfollowing agent is not able to move anymore

code: virtual void OnUnableToMove &40; const UObject & Instigator &41;


className: IPathFollowingAgentInterface

code: class IPathFollowingAgentInterface


className: Super

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< InElementType, [NavMeshMemory::FNavAllocator](API\Runtime\Engine\AI\Navigation\FNavAllocator) > Super


className: TNavStatArray

code: template<typename InElementType> class TNavStatArray : public [TArray< InElementType, NavMeshMemory::FNavAllocator >](API\Runtime\Core\Containers\TArray)


className: WithSerializer

code: enum &123; WithSerializer = true &125;


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


code: template<> struct TStructOpsTypeTraits< FNavAgentSelector > : public [TStructOpsTypeTraitsBase2< FNavAgentSelector >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TStructOpsTypeTraits< FNavigationLink >

code: template<> struct TStructOpsTypeTraits< FNavigationLink > : public [TStructOpsTypeTraits< FNavigationLinkBase >](API\Runtime\Engine\AI\Navigation\TStructOpsTypeTraits_FNavigation-_1)


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FNavigationSegmentLink > : public [TStructOpsTypeTraits< FNavigationLinkBase >](API\Runtime\Engine\AI\Navigation\TStructOpsTypeTraits_FNavigation-_1)


code: template<> struct TStructOpsTypeTraits< FNavigationLinkBase > : public [TStructOpsTypeTraitsBase2< FNavigationLinkBase >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: void AvoidanceDebugForAll ( bool TurnOn )


code: void AvoidanceDebugForUID ( int32 AvoidanceUID, bool TurnOn )


code: static void AvoidanceSystemToggle ( bool TurnOn )


className: bSystemActive

description: Main switch for avoidance system

code: static bool bSystemActive = true;


description: Implementation of Exec that is only called in non-shipping targets

code: virtual bool Exec_Dev ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Get your latest data.

code: [FNavAvoidanceData](API\Runtime\Engine\AI\Navigation\FNavAvoidanceData) * GetAvoidanceObjectForUID ( int32 AvoidanceUID )


code: const [FNavAvoidanceData](API\Runtime\Engine\AI\Navigation\FNavAvoidanceData) * GetAvoidanceObjectForUID ( int32 AvoidanceUID ) const


description: Fast-track GetAvoidanceVelocityForComponent(UMovementComponent) implementation for most common case ofUCharacterMovementComponent

code: FVector GetAvoidanceVelocityForComponent ( [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) * MovementComp )


description: Only use if you want manual velocity planning. Provide your AvoidanceUID in order to avoid colliding with yourself.

code: FVector GetAvoidanceVelocityIgnoringUID ( const [FNavAvoidanceData](API\Runtime\Engine\AI\Navigation\FNavAvoidanceData) & AvoidanceData, float DeltaTime, int32 IgnoreThisUID )


description: Calculate avoidance velocity for component (avoids collisions with the supplied component)

code: FVector GetAvoidanceVelocityForComponent ( [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent) * MovementComp )


description: Only use if you want manual velocity planning. Will not ignore your own volume if you are registered.

code: FVector GetAvoidanceVelocity ( const [FNavAvoidanceData](API\Runtime\Engine\AI\Navigation\FNavAvoidanceData) & AvoidanceData, float DeltaTime )


description: This is called by our blueprint-accessible functions, and permits the user to ignore self, or not. Important in case the user isn't in the avoidance manager.

code: FVector GetAvoidanceVelocity_Internal ( const [FNavAvoidanceData](API\Runtime\Engine\AI\Navigation\FNavAvoidanceData) & AvoidanceData, float DeltaTime, int32 * IgnoreThisUID )


description: Get appropriate UID for use when reporting to this function or requesting RVO assistance.

code: int32 GetNewAvoidanceUID()


description: Get the number of avoidance objects currently in the manager.

code: int32 GetObjectCount()


code: void HandleToggleAvoidance ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Exec command handlers

code: void HandleToggleDebugAll ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Returns true if the avoidance objects are auto purged in RemoveOutdatedObjects

code: bool IsAutoPurgeEnabled() const


code: bool IsDebugEnabled ( int32 AvoidanceUID )


code: bool IsDebugOnForUID ( int32 AvoidanceUID )


description: For Duration seconds, set this object to ignore all others.

code: void OverrideToMaxWeight ( int32 AvoidanceUID, float Duration )


description: Register with the given avoidance manager.

code: bool RegisterMovementComponent ( class [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent) * MovementComp, float AvoidanceWeight )


code: bool RegisterMovementComponent ( [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) * MovementComp, float AvoidanceWeight )


description: Used to manually mark data associated with given ID as 'dead' (and reusable)

code: void RemoveAvoidanceObject ( const int32 AvoidanceUID )


description: Cleanup AvoidanceObjects, called by timer

code: void RemoveOutdatedObjects()


description: Try to set a timer for RemoveOutdatedObjects

code: void RequestUpdateTimer()


code: void SetNavEdgeProvider ( [INavEdgeProviderInterface](API\Runtime\Engine\AI\Navigation\INavEdgeProviderInterface) * InEdgeProvider )


description: Update the RVO avoidance data for the participatingUMovementComponent

code: void UpdateRVO ( [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent) * MovementComp )


description: Fast-track UpdateRVO(UMovementComponent) implementation for most common case ofUCharacterMovementComponent

code: void UpdateRVO ( [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) * MovementComp )


code: UAvoidanceManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This is called by our blueprint-accessible function after it has packed the data into an object.

code: void UpdateRVO_Internal ( int32 AvoidanceUID, const [FNavAvoidanceData](API\Runtime\Engine\AI\Navigation\FNavAvoidanceData) & AvoidanceData )


className: UAvoidanceManager

code: class UAvoidanceManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)

AllCones

type: TArray<FVeloci...

description: Keeping this here to avoid constant allocation

ArtificialRadiusExpansion

description: Multiply the radius of all STORED avoidance objects by this value to allow a little extra room for avoidance maneuvers.

AvoidanceObjects

type: TMap< int32,FN...

description: All objects currently part of the avoidance solution. This is pretty transient stuff.

bAutoPurgeOutdatedObjects

description: If set thenUAvoidanceManager::RemoveOutdatedObjectsis responsisble for removing dead entries in AvoidanceObjects.

bRequestedUpdateTimer

description: Set when RemoveOutdatedObjects timer is already requested

DebugUIDs

type: TArray< int32 >

description: Print out debug information when we predict using any of these IDs as our IgnoreUID

DefaultTimeToLive

description: How long an avoidance UID must not be updated before the system will put it back in the pool.

DeltaTimeToPredict

description: This is how far forward in time (seconds) we extend our velocity cones and thus our prediction

EdgeProviderInterface

type: INavEdgeProvide...

EdgeProviderOb

description: Provider of navigation edges to consider for avoidance

HeightCheckMargin

description: Allowable height margin between obstacles and agents.

LockTimeAfterAvoid

description: How long to stay on course (barring collision) after making an avoidance move

NewKeyPool

description: This is a pool of keys to be used when new objects are created.

type: FTimerHandle

description: Handle for efficient management of RemoveOutdatedObjects timer


code: UNavAgentInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Leftover from NavigationSystem extraction from the Engine code

code: virtual bool IsLowArea() const


className: UNavAgentInterface

code: class UNavAgentInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Picks an navigation area class that should be used for Actor when queried by NavAgent. Call it via the UNavAreaBase::PickAreaClass

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > PickAreaClassForAgent ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor, const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & NavAgent ) const


description: Picks an navigation area class that should be used for Actor when queried by NavAgent.

code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > PickAreaClassForAgent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > AreaClass, const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor, const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & NavAgent )


code: UNavAreaBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UNavAreaBase

description: A stub class. Actual implementation in NavigationSystem module.

code: class UNavAreaBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsMetaArea

type: uint8:  1


code: static [UNavCollisionBase](API\Runtime\Engine\AI\Navigation\UNavCollisionBase) * ConstructNew ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Outer )


description: Draw cylinder and box collisions

code: virtual void DrawSimpleGeom ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & Transform, const [FColor](API\Runtime\Core\Math\FColor) Color )


description: Export collision data

code: virtual bool ExportGeometry ( const FTransform & LocalToWorld, [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeoExport ) const


className: FConstructNew

code: typedef TBaseDelegate_OneParam< [UNavCollisionBase](API\Runtime\Engine\AI\Navigation\UNavCollisionBase) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) & > FConstructNew


className: FDelegateInitializer

code: struct FDelegateInitializer


code: const [FNavCollisionConvex](API\Runtime\Engine\AI\Navigation\FNavCollisionConvex) & GetConvexCollision() const


description: Get data for dynamic obstacle

code: virtual void GetNavigationModifier ( [FCompositeNavModifier](API\Runtime\Engine\AI\FCompositeNavModifier) & Modifier, const FTransform & LocalToWorld )


code: const [FNavCollisionConvex](API\Runtime\Engine\AI\Navigation\FNavCollisionConvex) & GetTriMeshCollision() const


code: virtual void InvalidateCollision()