description: Set the section we want to key and recieve globally changed values.

code: virtual void SetSectionToKey ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * Section )


module: MovieSceneTracks

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


className: UMovieScenePropertyTrack

description: Base class for tracks that animate an object property

code: class UMovieScenePropertyTrack : public [UMovieSceneNameableTrack](API\Runtime\MovieScene\UMovieSceneNameableTrack)

PropertyBinding

type: FMovieSceneProp...

Sections

type: TArray<TObject...

description: All the sections in this list

UniqueTrackName

type: FName

description: Unique name for this track to afford multiple tracks on a given object (i.e. for array properties)


description: Adds a new animation to this track on the next available/non-overlapping row

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * AddNewAnimation ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) KeyTime, class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimSequence )


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Adds a new animation to this track

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * AddNewAnimationOnRow ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) KeyTime, class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimSequence, int32 RowIndex )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description: Gets the animation sections at a certain time

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > GetAnimSectionsAtTime ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDefaultDisplayName() const


code: [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > GetRootMotion ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) CurrentTime )


code: ESwapRootBone GetSwapRootBone() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


code: void MatchSectionByBoneTransform ( bool bMatchWithPrevious, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComp, [UMovieSceneSkeletalAnimationSection](API\Runtime\MovieSceneTracks\Sections\UMovieSceneSkeletalAnimationSect-) * CurrentSection, [FFrameTime](API\Runtime\Core\Misc\FFrameTime) CurrentFrame, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) FrameRate, const [FName](API\Runtime\Core\UObject\FName) & BoneName, FTransform & SecondSectionRootDiff, FVector & TranslationDiff, FQuat & RotationDiff )


description: Called if the section is moved in Sequencer.

code: virtual EMovieSceneSectionMovedResult OnSectionMoved ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section, const [FMovieSceneSectionMovedParams](API\Runtime\MovieScene\FMovieSceneSectionMovedParams) & Params )


description: Sub-classes can override this method to perforum custom evaluation tree population logic.

code: virtual bool PopulateEvaluationTree ( [TMovieSceneEvaluationTree](API\Runtime\MovieScene\TMovieSceneEvaluationTree)< [FMovieSceneTrackEvaluationData](API\Runtime\MovieScene\FMovieSceneTrackEvaluationData) > & OutData ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


code: void SetSwapRootBone ( ESwapRootBone InValue )


code: void SetUpRootMotions ( bool bForce )


code: void SetRootMotionsDirty()


description: Whether or not this track supports multiple row indices.

code: virtual bool SupportsMultipleRows() const


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


code: void ToggleShowRootMotionTrail()


description: Update all auto-generated easing curves for all sections in this track

code: virtual void UpdateEasing()


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


className: UMovieSceneSkeletalAnimationTrack

description: Handles animation of skeletal mesh actors

code: class UMovieSceneSkeletalAnimationTrack : public [UMovieSceneNameableTrack](API\Runtime\MovieScene\UMovieSceneNameableTrack)

AnimationSections

description: List of all animation sections

bBlendFirstChildOfRoot

type: bool

description: Whether to blend and adjust the first child node with animation instead of the root, this should be true for blending when the root is static, false if the animations have proper root motion

bShowRootMotionTrail

description: Whether to show the position of the root for this sections

RootMotionParams

type: FMovieSceneSkel...

SwapRootBone

type: ESwapRootBone

description: If on the root bone transform will be swapped to the specified root


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Can rename this track.
Whether this track can be renamed.

code: virtual bool CanRename() const


description:
Create a movie scene eval template for the specified section
A template, or null

code: virtual [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateTemplateForSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDefaultDisplayName() const


description: UMovieSceneTrackinterface


code: UMovieSceneSlomoTrack ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UMovieSceneSlomoTrack

description: Implements a movie scene track that controls a movie scene's world time dilation.

code: class UMovieSceneSlomoTrack : public [UMovieSceneFloatTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieSceneFloatTrack), public [IMovieSceneTrackTemplateProducer](API\Runtime\MovieScene\Compilation\IMovieSceneTrackTemplateProducer)


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


code: virtual void RemoveSectionAt ( int32 SectionIndex )


code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


description: Default constructor.

code: UMovieSceneStringTrack()


className: UMovieSceneStringTrack

description: Implements a movie scene track that holds a series of strings.

code: class UMovieSceneStringTrack : public [UMovieScenePropertyTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieScenePropertyTrack)


className: UMovieSceneTransformOrigin

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


code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


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


className: UMovieSceneTransformTrack

description: Handles manipulation of 3D transform properties in a movie scene

code: class UMovieSceneTransformTrack : public [UMovieScenePropertyTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieScenePropertyTrack)


code: virtual [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateTemplateForSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection ) const


description:
Get the track's display name.
Display name text.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


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


className: UMovieSceneVisibilityTrack

description: Handles manipulation of visibility properties in a movie scene

code: class UMovieSceneVisibilityTrack : public [UMovieSceneBoolTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieSceneBoolTrack)


description: Color type for the color property system

code: namespace UE { namespace MovieScene { enum EColorPropertyType { Undefined, Slate, Linear, Color, } } }


description:
Singleton-like access to a MeshReconstructorModule.
Returns reference to the highest priority MeshReconstructorModule module

module: MRMesh

code: static [FBaseMeshReconstructorModule](API\Runtime\MRMesh\FBaseMeshReconstructorModule) & Get()


description:
MODULAR FEATURE SUPPORT Part of the pattern for supporting modular features.
the name of the feature.


description:
Check to see that there is a MeshReconstructor module available.
True if there exists a MeshReconstructor module registered.

code: static bool IsAvailable()


className: FBaseMeshReconstructorModule

code: class FBaseMeshReconstructorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Register module as a MeshReconstructor on startup.

code: virtual void StartupModule()


code: FLogCategoryLogMockMeshDataTracker()


className: FLogCategoryLogMockMeshDataTracker

code: struct FLogCategoryLogMockMeshDataTracker : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


className: FLogCategoryLogMrMesh

code: struct FLogCategoryLogMrMesh : public [FLogCategory< ELogVerbosity::Warning, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


className: FMRMeshConfiguration

code: struct FMRMeshConfiguration


className: FBrickDataReceipt

code: struct FBrickDataReceipt


description: Optionally subclass and use receipt. For example: to release the buffersFSendBrickDataArgshas references to.

code: virtual &126;FBrickDataReceipt&40;&41;


className: FSendBrickDataArgs

code: struct FSendBrickDataArgs

Bounds

type: const FBox

BrickDataReceipt

type: TSharedPtr<FBr...

description: Note: many members are references! Be aware of the lifetime of the underlying data.FBrickDataReceiptis intended to help manage that.

BrickId

type: constFBrickId

ColorData

type: constTArray<F...

Indices

type: constTArray< u...

PositionData

type: constTArray< F...


code: void SendBrickData ( [FSendBrickDataArgs](API\Runtime\MRMesh\IMRMesh\FSendBrickDataArgs) Args )


code: void SendRelativeTransform ( const FTransform & Transform )


className: IMRMeshModule

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


code: virtual void ConnectMRMesh ( [UMRMeshComponent](API\Runtime\MRMesh\UMRMeshComponent) * Mesh )


code: virtual bool IsReconstructionPaused() const


code: virtual bool IsReconstructionStarted() const


code: virtual void PauseReconstruction()


code: virtual void StartReconstruction()


className: UMeshReconstructorBase

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


description: Unlinks the current procedural mesh component from the mesh tracking system.

code: virtual void BeginDestroy()


description: Sets the procedural mesh component that will store and display the environmental mesh results.

code: void ConnectMRMesh ( class [UMRMeshComponent](API\Runtime\MRMesh\UMRMeshComponent) * InMRMeshPtr )


code: void DisconnectMRMesh ( class [UMRMeshComponent](API\Runtime\MRMesh\UMRMeshComponent) * InMRMeshPtr )


description: Destroys the interface object to the mesh tracking api

code: virtual void FinishDestroy()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: FOnMockDataMeshTrackerUpdated

description: Delegate used by OnMeshUpdated().

code: class FOnMockDataMeshTrackerUpdated


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


description: The procedural mesh generated should bake physics and update its collision data. TODO: Can we calculate this based on the collision flags of theUProceduralMeshComponent? It seems like those are not being respected directly by the component.Polls for and handles the results of the environmental mesh queries.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Destroys the FMeshTrackerImpl instance.

code: ~UMockDataMeshTrackerComponent()


className: UMockDataMeshTrackerComponent

description: The MeshTrackerComponent class manages requests for environmental mesh data, processes the results and provides them to the calling system. The calling system is able request environmental mesh data within a specified area. Various other search criteria can be set via this class's public properties. Mesh data requests are processed on a separate thread. Once a mesh data request has been processed the calling system will be notified via an FOnMeshTrackerUpdated broadcast.

code: class UMockDataMeshTrackerComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

BlockVertexColors

type: TArray<FColor...

description: Colors through which we cycle when setting vertex color by block.

MRMesh

type: TObjectPtr< cla...

description: MRMeshComponent can render and provide collision based on the Mesh data.

OnMeshTrackerUpdated

type: FOnMockDataMesh...

description: Activated whenever new information about this mesh tracker is detected.

RequestNormals

description: If true, the system will generate normals for the triangle vertices.

RequestVertexConfidence

description: If true, the system will generate the mesh confidence values for the triangle vertices.

ScanWorld

description: Set to true to start scanning the world for meshes.

UpdateInterval

type: float

description: Update Interval in Seconds.

VertexColorFromConfidenceOne

type: FLinearColor

description: Color mapped to confidence value of one.

VertexColorFromConfidenceZero

description: Color mapped to confidence value of zero.

VertexColorMode

type: EMeshTrackerVer...

description: Vertex Colors can be unused, or filled with several types of information.


description:
Interface for checking if the implementing objects contains triangle mesh collision data
true if the implementing object contains triangle mesh data, false otherwise

code: virtual bool ContainsPhysicsTriMeshData ( bool InUseAllTriData ) const


description: Once async physics cook is done, create needed state

code: void FinishPhysicsAsyncCook ( bool bSuccess, [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * FinishedBodySetup )


description:
Interface for retrieving triangle mesh collision data from the implementing object
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetPhysicsTriMeshData ( struct [FTriMeshCollisionData](API\Runtime\PhysicsCore\FTriMeshCollisionData) * CollisionData, bool InUseAllTriData )


description:
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData.
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetTriMeshSizeEstimates ( struct [FTriMeshCollisionDataEstimates](API\Runtime\PhysicsCore\FTriMeshCollisionDataEstimates) & OutTriMeshEstimates, bool bInUseAllTriData ) const


code: void Initialize ( [IMRMesh::FBrickId](API\Runtime\MRMesh\IMRMesh\FBrickId) InBrickId )


code: void Update ( const [IMRMesh::FSendBrickDataArgs](API\Runtime\MRMesh\IMRMesh\FSendBrickDataArgs) & Args )


description: Do we want to create a negative version of this mesh

code: virtual bool WantsNegXTriMesh()


className: UMRMeshBodyHolder

description: Because physics cooking usesGetOuter()to get theIInterface_CollisionDataProviderand provides no way to determine which physics body it is currently working on we are wrapping each body in this Holder so that it can be the Outer and provide the correct data.

code: class UMRMeshBodyHolder : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider)

BodyInstance

type: FBodyInstance

Bounds

type: FBox

BrickDataReceipt

type: TSharedPtr<IMR...

description: Hold references to the bulk data which is owned externally, like FSendBrickDataArgs. The receipt keeps the references valid.


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


className: FOnClear

description: Trackers feeding mesh data to this component may want to know when we clear our mesh data

code: class FOnClear : public TBaseMulticastDelegate_NoParams< void >


code: bool GetEnableMeshOcclusion() const


description: Force navmesh generation to run using the current collision data. This will run even if the collision data has not been udpated! Unless you are changing navmesh settings or similar RequestNavMeshUpdate is reccomended.

code: void ForceNavMeshUpdate()


description: Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy

code: virtual void BeginPlay()


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialToUse() const


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetWireframeColor() const


description: Called on each component when the Actor's bEnableCollisionChanged flag changes


description: Generate nav mesh if collision data has changed since the last nav mesh generation.

code: void RequestNavMeshUpdate()


description: Controls what kind of collision is enabled for this body

code: virtual void SetCollisionEnabled ( [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) NewType )


code: virtual void SendRelativeTransform ( const FTransform & Transform )


description: Changes the collision channel that this object uses when it moves

code: virtual void SetCollisionObjectType ( ECollisionChannel Channel )


description: Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting

code: virtual void SetCollisionProfileName ( [FName](API\Runtime\Core\UObject\FName) InCollisionProfileName, bool bUpdateOverlaps )


description: Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse

code: virtual void SetCollisionResponseToAllChannels ( ECollisionResponse NewResponse )


description: Changes a member of the ResponseToChannels container for this PrimitiveComponent.

code: virtual void SetCollisionResponseToChannel ( ECollisionChannel Channel, ECollisionResponse NewResponse )


description: Changes the whole ResponseToChannels container for this PrimitiveComponent.

code: virtual void SetCollisionResponseToChannels ( const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & NewReponses )


code: virtual void SetConnected ( bool value )


code: void SetEnableMeshOcclusion ( bool bEnable )


code: void SetEnableNavMesh ( bool bEnable )


description: UPrimitiveComponent.. public BP function needs to stay public to avoid nativization errors. (RR)

code: virtual void SetMaterial ( int32 ElementIndex, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: void SetNeverCreateCollisionMesh ( bool bNeverCreate )


code: void SetUseWireframe ( bool bUseWireframe )


description: Sets a new slope override for this component instance.

code: virtual void SetWalkableSlopeOverride ( const [FWalkableSlopeOverride](API\Runtime\Engine\Engine\FWalkableSlopeOverride) & NewOverride )


code: void SetWireframeColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Set the wireframe material.

code: virtual void SetWireframeMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Updates from HoloLens or iOS

code: void UpdateMesh ( const FVector & InLocation, const FQuat & InRotation, const FVector & Scale, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Indices, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > UVData, [TArray](API\Runtime\Core\Containers\TArray)< [FPackedNormal](API\Runtime\RenderCore\FPackedNormal) > TangentXZData, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > ColorData )


description: Updates from HoloLens or iOS

code: void UpdateMesh ( const FVector & InLocation, const FQuat & InRotation, const FVector & Scale, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Indices, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > UVData, [TArray](API\Runtime\Core\Containers\TArray)< [FPackedNormal](API\Runtime\RenderCore\FPackedNormal) > TangentXZData, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > ColorData )


description: Internal function that updates physics objects to match the component collision settings.


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


className: UMRMeshComponent

code: class UMRMeshComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent), public [IMRMesh](API\Runtime\MRMesh\IMRMesh)


description: function should assert if item'sFNavigationProjectionWork.ProjectionLimitis invalid

module: NavigationSystem

code: virtual void BatchProjectPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationProjectionWork](API\Runtime\Engine\AI\Navigation\FNavigationProjectionWork) > & Workload, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Batches ProjectPoint's work for efficiency

code: virtual void BatchProjectPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationProjectionWork](API\Runtime\Engine\AI\Navigation\FNavigationProjectionWork) > & Workload, const FVector & Extent, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Raycasts batched for efficiency

code: virtual void BatchRaycast ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationRaycastWork](API\Runtime\Engine\AI\Navigation\FNavigationRaycastWork) > & Workload, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Calculates path from PathStart to PathEnd and retrieves its length.  this function does not generate string pulled path so the result is an (over-estimated) approximation  potentially expensive, so use it with caution

code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathLength ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathLength, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Calculates path from PathStart to PathEnd and retrieves its cost.  this function does not generate string pulled path so the result is an (over-estimated) approximation  potentially expensive, so use it with caution

code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathCost ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathCost, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathLengthAndCost ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathLength, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathCost, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Checks if specified navigation node contains given location

code: virtual bool DoesNodeContainLocation ( NavNodeRef NodeRef, const FVector & WorldSpaceLocation ) const


description:
Returns the navmesh edges that touch the convex polygon. The edges are not clipped by the polygon.
true if successful, false otherwise

code: virtual bool FindOverlappingEdges ( const [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & StartLocation, TConstArrayView< FVector > ConvexPolygon, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutEdges, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description:
Tries to move current nav location towards target constrained to navigable area. Faster than ProjectPointToNavmesh.
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


code: static [FPathFindingResult](API\Runtime\NavigationSystem\FPathFindingResult) FindPathAbstract ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, const [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query )


description: Returns bounding box for the navmesh.

code: virtual FBox GetBounds() const


description:
Searches navmesh edges between the two path points, search up to the convex polygon described in SearchArea. The returned edges are not clipped to the search area polygon.
true if successful, false otherwise

code: virtual bool GetPathSegmentBoundaryEdges ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & Path, const [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & StartPoint, const [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & EndPoint, const TConstArrayView< FVector > SearchArea, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutEdges, const float MaxAreaEnterCost, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


code: virtual [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) GetRandomPoint ( FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Finds a random location in navigable space, in given Radius

code: virtual bool GetRandomPointInNavigableRadius ( const FVector & Origin, float Radius, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & OutResult, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Finds a random location in Radius, reachable from Origin

code: virtual bool GetRandomReachablePointInRadius ( const FVector & Origin, float Radius, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & OutResult, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


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

code: virtual bool IsNodeRefValid ( NavNodeRef NodeRef ) const


description: New area was registered in navigation system

code: virtual void OnNavAreaAdded ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass, int32 AgentIndex )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Area was removed from navigation system

code: virtual void OnNavAreaRemoved ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass )


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


description: Does this actor supports external packaging?

code: virtual bool SupportsExternalPackaging() const


code: static bool RaycastAbstract ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavDataInstance, const FVector & RayStart, const FVector & RayEnd, FVector & HitLocation, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier )


code: static bool TestPathAbstract ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, const [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query, int32 * NumVisitedNodes )


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


description: Called by owning level to shift an actor location and all relevant data structures by specified delta

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


code: virtual void BatchProjectPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationProjectionWork](API\Runtime\Engine\AI\Navigation\FNavigationProjectionWork) > & Workload, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


className: AAbstractNavData

code: class AAbstractNavData : public [ANavigationData](API\Runtime\NavigationSystem\ANavigationData)


description: Raycasts batched for efficiency

code: virtual void BatchRaycast ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationRaycastWork](API\Runtime\Engine\AI\Navigation\FNavigationRaycastWork) > & Workload, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


code: virtual void BatchProjectPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationProjectionWork](API\Runtime\Engine\AI\Navigation\FNavigationProjectionWork) > & Workload, const FVector & Extent, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Starts batch processing and locks access to navigation data from other threads

code: virtual void BeginBatchQuery() const


code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathCost ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathCost, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Deprecated* Use new version withFVector::FReal

code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathCost ( const FVector & PathStart, const FVector & PathEnd, float & OutPathCost, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathLength ( const FVector & PathStart, const FVector & PathEnd, float & OutPathLength, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathLength ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathLength, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathLengthAndCost ( const FVector & PathStart, const FVector & PathEnd, float & OutPathLength, float & OutPathCost, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


code: virtual [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) CalcPathLengthAndCost ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathLength, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutPathCost, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Cancels current build

code: virtual void CancelBuild()


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

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


code: bool CanBeMainNavData() const


description: Creates new generator in case navigation supports it


description: Created an instance of navigation path of specified type. PathType needs to derive fromFNavigationPath

code: template<typename PathType> FNavPathSharedPtr CreatePathInstance ( const [FPathFindingQueryData](API\Runtime\NavigationSystem\FPathFindingQueryData) & QueryData ) const


code: bool CanSpawnOnRebuild() const


description: Checks if specified navigation node contains given location

code: virtual bool DoesNodeContainLocation ( NavNodeRef NodeRef, const FVector & WorldSpaceLocation ) const


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: All the rest

code: virtual [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ConstructRenderingComponent()


description: Debug.

code: void DrawDebugPath ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * Path, const [FColor](API\Runtime\Core\Math\FColor) PathColor, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const bool bPersistent, const uint32 NextPathPointIndex ) const


code: virtual bool DoesSupportAgent ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProps ) const


description: Debug.

code: void DrawDebugPath ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * Path, const [FColor](API\Runtime\Core\Math\FColor) PathColor, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const bool bPersistent, const float LifeTime, const uint32 NextPathPointIndex ) const


description: Blocks until navigation build is complete

code: virtual void EnsureBuildCompletion()


code: virtual void FillConfig ( [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & Dest )


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description:
don't make this function virtual! Look at implementation details and its comments for more info.
true if path has been found, false otherwise

code: [FPathFindingResult](API\Runtime\NavigationSystem\FPathFindingResult) FindHierarchicalPath ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, const [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query ) const


code: virtual void FillNavigationDataChunkActor ( const FBox & QueryBounds, class [ANavigationDataChunkActor](API\Runtime\Engine\WorldPartition\NavigationData\ANavigationDataChunkActor) & DataChunkActor, FBox & OutTilesBounds ) const


description:
Tries to move current nav location towards target constrained to navigable area. Faster than ProjectPointToNavmesh.
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


code: [FPathFindingResult](API\Runtime\NavigationSystem\FPathFindingResult) FindPath ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, const [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query ) const


className: FNavRaycastPtr

code: typedef bool(* FNavRaycastPtr


description: Finishes batch processing and release locks

code: virtual void FinishBatchQuery() const


description:
Returns the navmesh edges that touch the convex polygon. The edges are not clipped by the polygon.
true if successful, false otherwise

code: virtual bool FindOverlappingEdges ( const [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & StartLocation, TConstArrayView< FVector > ConvexPolygon, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutEdges, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


className: FTestPathPtr

code: typedef bool(* FTestPathPtr


description: Get class associated with AreaID

code: const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetAreaClass ( int32 AreaID ) const


description: Get ID assigned to AreaClas or -1 when not assigned

code: int32 GetAreaID ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AreaClass ) const


description: Returns bounding box for the navmesh.

code: virtual FBox GetBounds() const


description: Retrieves navigation data generator


description: Generation & data access.

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


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


description: Querying.


code: FVector GetDefaultQueryExtent() const


code: const [FNavDataGenerator](API\Runtime\Engine\AI\FNavDataGenerator) * GetGenerator() const


description: Get max areas supported by this navigation data

code: virtual int32 GetMaxSupportedAreas() const


code: uint16 GetNavDataUniqueID() const


description: Returns list of navigable bounds.

code: [TArray](API\Runtime\Core\Containers\TArray)< FBox > GetNavigableBounds() const


description: Get ID to assign for newly added area

code: virtual int32 GetNewAreaID ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AreaClass ) const


description: Returns list of navigable bounds that belongs to specific level

code: [TArray](API\Runtime\Core\Containers\TArray)< FBox > GetNavigableBoundsInLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) const


description: Retrieves the number of suspended dirty areas

code: virtual int32 GetNumSuspendedDirtyAreas() const


description:
Searches navmesh edges between the two path points, search up to the convex polygon described in SearchArea. The returned edges are not clipped to the search area polygon.
true if successful, false otherwise

code: virtual bool GetPathSegmentBoundaryEdges ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & Path, const [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & StartPoint, const [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & EndPoint, const TConstArrayView< FVector > SearchArea, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutEdges, const float MaxAreaEnterCost, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Get cached query filter

code: FSharedConstNavQueryFilter GetQueryFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass ) const


code: virtual [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) GetRandomPoint ( FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Finds a random location in navigable space, in given Radius

code: virtual bool GetRandomPointInNavigableRadius ( const FVector & Origin, float Radius, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & OutResult, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Finds a random location in Radius, reachable from Origin

code: virtual bool GetRandomReachablePointInRadius ( const FVector & Origin, float Radius, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & OutResult, FSharedConstNavQueryFilter Filter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Read all supported areas

code: void GetSupportedAreas ( [TArray](API\Runtime\Core\Containers\TArray)< [FSupportedAreaData](API\Runtime\NavigationSystem\FSupportedAreaData) > & Areas ) const


code: virtual double GetWorldPartitionNavigationDataBuilderOverlap() const


code: double GetWorldTimeStamp() const


description: Check if AreaID was assigned to class (class itself may not be loaded yet!)

code: bool IsAreaAssigned ( int32 AreaID ) const


code: bool IsBuildingOnLoad() const


code: bool IsDrawingEnabled() const


description: Retrieves if this NavData instance's navigation generation is suspended

code: virtual bool IsRebuildingSuspended() const


code: bool IsRegistered() const


code: bool IsSupportingDefaultAgent() const


description: Any loading before NavDataGenerator->RebuildAll()


description: Total mem counted, including super calls.

code: virtual uint32 LogMemUsed() const


code: virtual bool NeedsRebuild() const


code: bool NeedsRebuildOnLoad() const


description: New area was registered in navigation system

code: virtual void OnNavAreaAdded ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass, int32 AgentIndex )


description: Called after changes to registered area classes

code: virtual void OnNavAreaChanged()


code: void OnNavAreaEvent ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass, [ENavAreaEvent::Type](API\Runtime\Engine\AI\Navigation\ENavAreaEvent__Type) Event )


description: Area was removed from navigation system

code: virtual void OnNavAreaRemoved ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass )


code: virtual void OnStreamingLevelAdded ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void OnStreamingNavDataAdded ( class [ANavigationDataChunkActor](API\Runtime\Engine\WorldPartition\NavigationData\ANavigationDataChunkActor) & InActor )


code: virtual void OnStreamingLevelRemoved ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void OnStreamingNavDataRemoved ( class [ANavigationDataChunkActor](API\Runtime\Engine\WorldPartition\NavigationData\ANavigationDataChunkActor) & InActor )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


description: Life cycle.

code: virtual void PostInitProperties()


code: virtual void OnRegistered()


description: Add all existing areas

code: void ProcessNavAreas ( const [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & AreaClasses, int32 AgentIndex )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description:
don't make this function virtual! Look at implementation details and its comments for more info.
true if line from RayStart to RayEnd is obstructed

code: bool Raycast ( const FVector & RayStart, const FVector & RayEnd, FVector & HitLocation, FSharedConstNavQueryFilter QueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Removes from ActivePaths all paths that no longer have shared references (and are invalid in fact)

code: void PurgeUnusedPaths()


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


description: Triggers rebuild in case navigation supports it

code: virtual void RebuildAll()


description: Request navigation data update after changes in nav octree

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


code: void RegisterActivePath ( FNavPathSharedPtr SharedPath )


code: void RegisterObservedPath ( FNavPathSharedPtr SharedPath )


description: Releases navigation generator if any has been created register self with navigation system as new NavAreaDefinition(s) observer

code: void RegisterAsNavAreaClassObserver()


description: Removes cached query filter

code: void RemoveQueryFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


code: void RequestRegistration()


code: void RequestRePath ( FNavPathSharedPtr Path, [ENavPathUpdateType::Type](API\Runtime\Engine\AI\Navigation\ENavPathUpdateType__Type) Reason )


description: Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

code: virtual void RerunConstructionScripts()


code: virtual void RestrictBuildingToActiveTiles ( bool InRestrictBuildingToActiveTiles )


code: virtual void SetConfig ( const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & Src )


code: void SetIsBuildingOnLoad ( bool bValue )


description: Updates state of rendering component

code: void SetNavRenderingEnabled ( bool bEnable )


description: Configures this NavData instance's navigation generation to be suspended or active. It's active by default. If Suspended then all calls to RebuildDirtyAreas will result in caching the request in SuspendedDirtyAreas until SetRebuildingSuspended(false) gets call at which time all the contents of SuspendedDirtyAreas will get pushed to the nav generator and SuspendedDirtyAreas will be cleaned out. Note that calling SetRebuildingSuspended(true) won't suspend the nav generation already in progress. Note2: due to all areas dirtied during generation suspension ending up in SuspendedDirtyAreas care needs to be taken to not use this feature for extended periods of time - otherwise SuspendedDirtyAreas can get very large.

code: virtual void SetRebuildingSuspended ( const bool bNewSuspend )


code: void SetSupportsDefaultAgent ( bool bIsDefault )


description: Store cached query filter

code: void StoreQueryFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass, FSharedConstNavQueryFilter NavFilter )


code: virtual bool SupportsRuntimeGeneration() const


code: virtual bool SupportsStreaming() const


description:
don't make this function virtual! Look at implementation details and its comments for more info.
true if path has been found, false otherwise

code: bool TestHierarchicalPath ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, const [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query, int32 * NumVisitedNodes ) const


code: bool TestPath ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, const [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query, int32 * NumVisitedNodes ) const


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


description: Custom navigation links.

code: virtual void UpdateCustomLink ( const [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * CustomLink )


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 )


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


className: ANavigationData

description: Represents abstract Navigation Data (sub-classed as NavMesh, NavGraph, etc) Used as a common interface for all navigation types handled by NavigationSystem

code: class ANavigationData : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavigationDataInterface](API\Runtime\Engine\AI\Navigation\INavigationDataInterface)

ActivePaths

type: TArray< FNavPat...

description: Container for all path objects generated with this Navigation Data instance.

ActivePathsLock

type: FCriticalSectio...

description: Synchronization object for paths registration from main thread and async pathfinding thread

AreaClassToIdMap

type: TMap< constUCl...

description: Mapping for SupportedAreas

bAutoDestroyWhenNoNavigation

type: uint32:  1

description: Should this instance auto-destroy when there's no navigation system on world when it gets created/loaded

bCanBeMainNavData

description: If set, navigation data can act as default one in navigation system's queries

bCanSpawnOnRebuild

description: If set, navigation data will be spawned in persistent level during rebuild if actor doesn't exist

bEnableDrawing

type: uint32: 1

description: If set to true then this navigation data will be drawing itself when requested as part of "show navigation"

bForceRebuildOnLoad

description: Game-time config

bRebuildingSuspended

description: Set via SetRebuildingSuspended and controlling if RebuildDirtyAreas get passed over to the generator instantly or cached in SuspendedDirtyAreas to be applied at later date with SetRebuildingSuspended(false) call

bRegistered

description: Whether this instance is registered with Navigation System

bSupportsDefaultAgent

description: Was it generated for default agent (SupportedAgents[0])

DataVersion

description: Navigation data versioning.

DefaultQueryFilter

type: FSharedNavQuery...

description: Query filter used when no other has been passed to relevant functions

FindHierarchicalPathImplementation

type: FFindPathPtr

NavDataConfig

type: FNavDataConfig

NavDataGenerator

type: TSharedPtr<FNa...

NextObservedPathsTickInSeconds

description: Contains how much time left to the next ObservedPaths processing

ObservedPaths

description: Contains paths that requested observing its goal's location.

ObservedPathsTickInterval

description: All observed paths will be processed every ObservedPathsTickInterval seconds

QueryFilters

type: TMap<UClass&#...

description: Map of query filters byUNavigationQueryFilterclass

RaycastImplementation

type: FNavRaycastPtr

RenderingComp

type: TObjectPtr<UPr...

RepathRequests

type: TArray<FNavPat...

description: Paths that requested re-calculation

RuntimeGeneration

type: ERuntimeGenerat...

description: Navigation data runtime generation options

SupportedAreas

type: TArray<FSuppor...

description: Serialized area class - ID mapping

SuspendedDirtyAreas

type: TArray<FNaviga...

description: Caches requests to rebuild dirty areas while nav rebuilding is suspended via SetRebuildingSuspended(true) call.

TestHierarchicalPathImplementation

type: FTestPathPtr


code: FVector FindClosestWallLocation() const


code: void GatherDetailedData ( [ANavigationTestingActor](API\Runtime\NavigationSystem\ANavigationTestingActor) * Goal )


description: Returns EdRenderComp subobject

code: [UNavTestRenderingComponent](API\Runtime\NavigationSystem\NavMesh\UNavTestRenderingComponent) * GetEdRenderComp() const


description: Returns CapsuleComponent subobject

code: [UCapsuleComponent](API\Runtime\Engine\Components\UCapsuleComponent) * GetCapsuleComponent() const


description: Get cylinder for testing if actor has been reached

code: virtual void GetMoveGoalReachTest ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * MovingActor, const FVector & MoveOffset, FVector & GoalOffset, float & GoalRadius, float & GoalHalfHeight ) const


description: Retrieves Agent's location

code: virtual FVector GetNavAgentLocation() 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](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & GetNavAgentPropertiesRef() const


description: PathObserverDelegate) NOTE: InvalidatedPath doesn't have to be instance's current Path

code: void OnPathEvent ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * InvalidatedPath, [ENavPathEvent::Type](API\Runtime\Engine\AI\Navigation\ENavPathEvent__Type) Event )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Called when path generation by PathGenerator fails

code: virtual void OnPathFailed ( class [INavigationPathGenerator](API\Runtime\NavigationSystem\INavigationPathGenerator) * PathGenerator )


description: Called when path generated by PathGenerator becomes invalid

code: virtual void OnPathInvalid ( class [INavigationPathGenerator](API\Runtime\NavigationSystem\INavigationPathGenerator) * PathGenerator )


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

code: virtual void OnPathUpdated ( class [INavigationPathGenerator](API\Runtime\NavigationSystem\INavigationPathGenerator) * PathGenerator )


description: Virtual method to override if you want to customize the query being constructed for the path find (e.g. change the filter or add constraints/goal evaluators).

code: virtual [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) BuildPathFindingQuery ( const [ANavigationTestingActor](API\Runtime\NavigationSystem\ANavigationTestingActor) * Goal ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: virtual void SearchPathTo ( [ANavigationTestingActor](API\Runtime\NavigationSystem\ANavigationTestingActor) * Goal )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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


description: Dtor

code: virtual ~ANavigationTestingActor()


className: ANavigationTestingActor

code: class ANavigationTestingActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavAgentInterface](API\Runtime\Engine\AI\Navigation\INavAgentInterface), public [INavPathObserverInterface](API\Runtime\Engine\AI\Navigation\INavPathObserverInterface)

bBacktracking

description: Instead of regular pathfinding from source to target location do a 'backwards' search that searches from the source, but as if the allowed movement direction was coming from the target.

bGatherDetailedInfo

description: If set, all steps of A* algorithm will be accessible for debugging

bRequireNavigableEndLocation

description: If set, require the end location to be close to the navigation data.

bSearchStart

description: If set, start the search from this actor, else start the search from the other actor

bShowBestPath

description: Show current best path

bShowDiffWithPreviousStep

description: Show which nodes were modified in current A* step

bShowNodePool

description: Show polys from open (orange) and closed (yellow) sets

ClosestWallLocation

type: FVector

CostDisplayMode

type: TEnumAsByte<EN...

description: Determines which cost will be shown

CostLimitFactor

type: float

description: This multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate)

FilterClass

type: TSubclassOf< cl...

description: "None" will result in default filter being used

LastPath

type: FNavPathSharedP...

MinimumCostLimit

description: Minimum cost limit clamping value (in cost units) used to allow large deviation in short paths

MyNavData

type: TObjectPtr<ANa...

NavAgentProps

type: FNavAgentProper...

PathCost

type: double

PathfindingTime

description: Time in micro seconds

PathObserver

type: FNavigationPath...

TextCanvasOffset

description: Text canvas offset to apply


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > GetAreaClass() const


code: void UpdatePathfinding()


description: Get bounds for navigation octree

code: virtual FBox GetNavigationBounds() const


code: void OnNavAreaUnregistered ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass )


code: void OnNavAreaRegistered ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass )


description: Prepare navigation modifiers

code: virtual void GetNavigationData ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


code: virtual void RebuildNavigationData()


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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Appends non-conflicting information (like supported agents) to a pre-existing nav system instance

code: virtual void AppendToNavSystem ( [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) & PrevNavSys )


code: void SetAreaClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > NewAreaClass )


className: ANavModifierVolume

description: Allows applying selected AreaClass to navmesh, using Volume's shape

code: class ANavModifierVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume), public [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface)

AreaClass

type: TSubclassOf<UN...

bMaskFillCollisionUnderneathForNavmesh

type: bool

description: Experimental: if set, the 2D space occupied by the volume box will ignore FillCollisionUnderneathForNavmesh

NavMeshResolution

type: ENavigationData...

description: Experimental: When not set to None, the navmesh tiles touched by the navigation modifier volume will be built using the highest resolution found.

OnNavAreaRegisteredDelegateHandle

type: FDelegateHandle


description: Made an explicit function since rebuilding navigation system can be expensive

code: void ApplyChanges()


description: Called only in the editor mode

code: void InitializeForWorld ( [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) * NewNavSys, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FNavigationSystemRunMode RunMode )


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Creates a new navigation system and plugs it into the world. If there's a nav system instance already in place it gets destroyed.

code: virtual void OverrideNavSystem()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


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


className: ANavSystemConfigOverride

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

bLoadOnClient

type: uint8:  1

NavigationSystemConfig

type: TObjectPtr<UNa...

OverridePolicy

type: ENavSystemOverr...

description: If there's already a NavigationSystem instance in the world how should this nav override behave


code: namespace ENavCostDisplay { enum Type { TotalCost, HeuristicOnly, RealCostOnly, } }


code: namespace ENavigationBuildLock { enum Type { NoUpdateInEditor = 1 << 1, NoUpdateInPIE = 1 << 2, InitialLock = 1 << 3, Custom = 1 << 4, } }


description: Called after all currently registered components are cleared


code: namespace EPathFindingMode { enum Type { Regular, Hierarchical, } }


className: Type

code: static const [FNavPathType](API\Runtime\Engine\AI\Navigation\FNavPathType) Type;


code: FAbstractNavigationPath()


className: FAbstractNavigationPath

code: struct FAbstractNavigationPath : public [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath)


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


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


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


code: virtual uint16 GetExcludeFlags() const


code: virtual uint16 GetIncludeFlags() const


code: virtual float GetHeuristicScale() const


code: virtual bool IsBacktrackingEnabled() const


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


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


code: virtual void SetAreaCost ( uint8 AreaType, float Cost )


code: virtual void SetBacktrackingEnabled ( const bool bBacktracking )


code: virtual void SetExcludedArea ( uint8 AreaType )


code: virtual void SetExcludeFlags ( uint16 Flags )


code: virtual void SetFixedAreaEnteringCost ( uint8 AreaType, float Cost )


code: virtual void SetIncludeFlags ( uint16 Flags )


className: FAbstractQueryFilter

code: class FAbstractQueryFilter : public [INavigationQueryFilterInterface](API\Runtime\Engine\AI\Navigation\INavigationQueryFilterInterface)


code: static uint32 GetUniqueID()


className: LastPathFindingUniqueID

code: static uint32 LastPathFindingUniqueID = uint32(0);


code: FAsyncPathFindingQuery()


code: FAsyncPathFindingQuery ( const [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query, const FNavPathQueryDelegate & Delegate, const [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) QueryMode )


code: FAsyncPathFindingQuery ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & InNavData, const FVector & Start, const FVector & End, const FNavPathQueryDelegate & Delegate, FSharedConstNavQueryFilter SourceQueryFilter, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) CostLimit )


className: FAsyncPathFindingQuery

code: struct FAsyncPathFindingQuery : public [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery)

Mode

type: constTEnumAsBy...

OnDoneDelegate

type: const FNavPathQ...

QueryID

type: const uint32

Result

type: FPathFindingRes...


code: FCustomLinkOwnerInfo ( [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * Link )


className: FCustomLinkOwnerInfo

code: struct FCustomLinkOwnerInfo

LinkInterface

type: INavLinkCustomI...

LinkOwner

type: FWeakObjectPtr


className: FMoveRequestCustomData

description: ** Custom data passed to movement requests.

code: struct FMoveRequestCustomData


className: FNavCollisionBox

code: struct FNavCollisionBox

Extent

type: FVector


className: FNavCollisionCylinder

code: struct FNavCollisionCylinder

Height

type: float


code: void AddElementToNavOctree ( const [FNavigationDirtyElement](API\Runtime\Engine\AI\Navigation\FNavigationDirtyElement) & DirtyElement )


code: void AddLevelCollisionToOctree ( [ULevel](API\Runtime\Engine\Engine\ULevel) & Level )


code: void ConstructNavOctree ( const FVector & Origin, const float Radius, const ENavDataGatheringModeConfig DataGatheringMode, const float GatheringNavModifiersWarningLimitTime )


code: void DemandLazyDataGathering ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & ElementData )


code: void FindElementsInNavOctree ( const FBox & QueryBox, const FNavigationOctreeFilter & Filter, [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) > & Elements )


code: void ProcessPendingOctreeUpdates()


code: [FSetElementId](API\Runtime\Core\Containers\FSetElementId) RegisterNavOctreeElement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & ElementOwner, [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) & ElementInterface, int32 UpdateFlags )


code: void RemoveLevelCollisionFromOctree ( [ULevel](API\Runtime\Engine\Engine\ULevel) & Level )


code: void RemoveNavOctreeElementId ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & ElementId, int32 UpdateFlags )


code: bool ReplaceAreaInOctreeData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > OldArea, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > NewArea, bool bReplaceChildClasses )


description:
Removes associated NavOctreeElement and invalidates associated pending updates. Also removes object from the list of children of the NavigationParent, if any.
True if associated NavOctreeElement has been removed or pending update has been invalidated; false otherwise.

code: bool UnregisterNavOctreeElement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & ElementOwner, [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) & ElementInterface, int32 UpdateFlags )


code: void UpdateActorAndComponentsInNavOctree ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor )


code: void UpdateNavOctreeElement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & ElementOwner, [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) & ElementInterface, int32 UpdateFlags )


code: bool UpdateNavOctreeElementBounds ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & Comp, const FBox & NewBounds, const FBox & DirtyArea )


code: void UpdateNavOctreeParentChain ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & ElementOwner, bool bSkipElementOwnerUpdate )


className: FNavigationDataHandler

code: struct FNavigationDataHandler

DirtyAreasController

type: FNavigationDirt...

OctreeController

type: FNavigationOctr...


code: FNavigationDataHandler ( [FNavigationOctreeController](API\Runtime\NavigationSystem\FNavigationOctreeController) & InOctreeController, [FNavigationDirtyAreasController](API\Runtime\NavigationSystem\FNavigationDirtyAreasController) & InDirtyAreasController )


className: FNavigationDataInstanceCreator

description: Used to construct anANavigationDatainstance for specified navigation data agent

code: typedef [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) *(* FNavigationDataInstanceCreator


description: Add a dirty area to the queue based on the provided bounds and flags. Bounds must be valid and non empty otherwise the request will be ignored and a warning reported. Accumulation must be allowed and flags valid otherwise the add is ignored.

code: void AddArea ( const FBox & NewArea, const int32 Flags, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *()> & ObjectProviderFunc, const [FNavigationDirtyElement](API\Runtime\Engine\AI\Navigation\FNavigationDirtyElement) * DirtyElement, const [FName](API\Runtime\Core\UObject\FName) & DebugReason )


description: Sets cumulative time to at least one cycle so next tick will rebuild dirty areas

code: void ForceRebuildOnNextTick()


code: int32 GetNumDirtyAreas() const


code: void OnNavigationBuildLocked()


code: void OnNavigationBuildUnlocked()


code: void SetCanReportOversizedDirtyArea ( const bool bCanReport )


code: void SetDirtyAreaWarningSizeThreshold ( const float Threshold )


code: void SetUseWorldPartitionedDynamicMode ( bool bIsWPDynamic )


code: void Tick ( float DeltaSeconds, const [TArray](API\Runtime\Core\Containers\TArray)< [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * > & NavDataSet, bool bForceRebuilding )


code: FNavigationDirtyAreasController()


className: FNavigationDirtyAreasController

code: struct FNavigationDirtyAreasController

DirtyAreas

type: TArray<FNaviga...

description: Stores areas marked as dirty throughout the frame, processes them once a frame in Tick function

DirtyAreasUpdateFreq

description: Update frequency for dirty areas on navmesh

DirtyAreasUpdateTime

description: Temporary cumulative time to calculate when we need to update dirty areas


code: FNavigationInvoker ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor, float InGenerationRadius, float InRemovalRadius, const [FNavAgentSelector](API\Runtime\Engine\AI\Navigation\FNavAgentSelector) & InSupportedAgents, ENavigationInvokerPriority InPriority )


code: FNavigationInvokerRaw ( const FVector & InLocation, float Min, float Max, const [FNavAgentSelector](API\Runtime\Engine\AI\Navigation\FNavAgentSelector) & InSupportedAgents, ENavigationInvokerPriority InPriority )


className: FNavigationInvoker

code: struct FNavigationInvoker

Actor

type: TWeakObjectPtr<...

GenerationRadius

description: Tiles GenerationRadius away or close will be generated if they're not already present

Priority

type: ENavigationInvo...

description: Invoker Priority used when dirtying tiles

RemovalRadius

description: Tiles over RemovalRadius will get removed.  needs to be >= GenerationRadius or will get clamped

SupportedAgents

type: FNavAgentSelect...

description: Restrict navigation generation to specific agents


className: FNavigationInvokerRaw

description: Active tiles.

code: struct FNavigationInvokerRaw


description: Adds an element to the octree.

code: void AddElement ( const [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & Element )


description: Add new node and fill it with navigation export data

code: void AddNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ElementOb, [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) * NavElement, const FBox & Bounds, [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & Data )


description: Append new data to existing node

code: void AppendToNode ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & Id, [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) * NavElement, const FBox & Bounds, [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & Data )


code: void DemandChildLazyDataGathering ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & ElementData, [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) & ChildNavInterface )


code: void DemandLazyDataGathering ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & ElementData )


className: ENavGeometryStoringMode

code: enum ENavGeometryStoringMode { SkipNavGeometry, StoreNavGeometry, }


code: typedef TBaseDelegate_TwoParams< void, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *, [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & > FNavigableGeometryComponentExportDelegate


code: const [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) * GetDataForID ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & Id ) const


code: static uint32 HashObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


description: Lazy data gathering methods.

code: bool IsLazyGathering ( const [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) & ChildNavInterface ) const


description: Removes an element from the octree.

code: void RemoveElement ( [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) ElementId )


description: Remove node

code: void RemoveNode ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & Id )


code: void SetElementIdImpl ( const uint32 OwnerUniqueId, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )


code: void SetGatheringNavModifiersTimeLimitWarning ( const float Threshold )


code: void SetNavigableGeometryStoringMode ( [ENavGeometryStoringMode](API\Runtime\NavigationSystem\FNavigationOctree\ENavGeometryStoringMode) NavGeometryMode )


description: Updates element bounds remove/add operation

code: void UpdateNode ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & Id, const FBox & NewBounds )


code: FNavigationOctree ( const FVector & Origin, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Radius )


code: virtual ~FNavigationOctree()


className: FNavigationOctree

code: class FNavigationOctree : public [TOctree2< FNavigationOctreeElement, FNavigationOctreeSemantics >](API\Runtime\Core\Math\TOctree2), public [TSharedFromThis< FNavigationOctree, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

bGatherGeometry

type: uint32:  1

ComponentExportDelegate

type: FNavigableGeome...

DefaultGeometryGatheringMode

type: ENavDataGatheri...

ObjectToOctreeId

type: TMap< uint32,F...


code: void SetDataGatheringMode ( ENavDataGatheringModeConfig Mode )


code: const [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) * GetDataForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


className: EOctreeUpdateMode

code: enum EOctreeUpdateMode { OctreeUpdate_Default = 0, OctreeUpdate_Geometry = 1, OctreeUpdate_Modifiers = 2, OctreeUpdate_Refresh = 4, OctreeUpdate_ParentChain = 8, }


code: [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) * GetMutableDataForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


code: bool GetNavOctreeElementData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & NodeOwner, int32 & DirtyFlags, FBox & DirtyBounds )


code: const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) * GetObjectsNavOctreeId ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


code: const [FNavigationOctree](API\Runtime\NavigationSystem\FNavigationOctree) * GetOctree() const


code: bool HasObjectsNavOctreeId ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


code: bool HasPendingObjectNavOctreeId ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


code: bool IsNavigationOctreeLocked() const


description: Basically says if navoctree has been created already

code: bool IsValid() const


code: bool IsValidElement ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & ElementId ) const


code: void RemoveObjectsNavOctreeId ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


code: void SetNavigableGeometryStoringMode ( [FNavigationOctree::ENavGeometryStoringMode](API\Runtime\NavigationSystem\FNavigationOctree\ENavGeometryStoringMode) NavGeometryMode )


code: void SetNavigationOctreeLock ( bool bLock )


className: FNavigationOctreeController

code: struct FNavigationOctreeController

bNavOctreeLock

type: uint8:  1

description: If set, navoctree updates are ignored, use with caution!

NavOctree

type: TSharedPtr<FNa...

OctreeChildNodesMap

type: TMultiMap<UObj...

description: Map of all objects that are tied to indexed navigation parent

PendingOctreeUpdates

type: TSet<FNavigati...


code: int32 GetAllocatedSize() const


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


code: bool IsMatchingFilter ( const FNavigationOctreeFilter & Filter ) const


code: [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & operator= ( const [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & Other )


code: [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & operator= ( [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) && Other )


code: bool ShouldUseGeometry ( const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & NavConfig ) const


description: Retrieves Modifier, if it doesn't contain any "Meta Navigation Areas". If it does then retrieves a copy with meta areas substituted with appropriate non-meta areas, depending on NavAgent

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


code: FNavigationOctreeElement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & SourceObject )


code: void ValidateAndShrink()


code: FNavigationOctreeElement ( const [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & Other )


code: FNavigationOctreeElement ( [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) && Other )


className: FNavigationOctreeElement

code: struct FNavigationOctreeElement

Bounds

type: FBoxSphereBound...

Data

type: TSharedRef<FNa...


code: static void ApplyOffset ( [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & Element, const FVector & InOffset )


className: ElementAllocator

code: typedef TInlineAllocator< MaxElementsPerLeaf > ElementAllocator


code: static bool AreElementsEqual ( const [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & A, const [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & B )


code: static const FBoxSphereBounds & GetBoundingBox ( const [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & NavData )


className: MaxElementsPerLeaf

code: enum { MaxElementsPerLeaf = 16 }


className: MaxNodeDepth

code: enum { MaxNodeDepth = 12 }


className: MinInclusiveElementsPerNode

code: enum { MinInclusiveElementsPerNode = 7 }


code: static void SetElementId ( [FOctree](API\Runtime\NavigationSystem\FNavigationOctreeSemantics\FOctree) & OctreeOwner, const [FNavigationOctreeElement](API\Runtime\NavigationSystem\FNavigationOctreeElement) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )


className: FNavigationOctreeSemantics

code: struct FNavigationOctreeSemantics


description: Type safe casts

code: template<typename PathClass> const PathClass * CastPath() const


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddObserver ( FPathObserverDelegate::FDelegate NewObserver )


code: template<typename PathClass> PathClass * CastPath()


description: Check if path contains specific custom nav link

code: virtual bool ContainsCustomLink ( uint32 UniqueLinkId ) const


description: Check if path contains any custom nav link

code: virtual bool ContainsAnyCustomLink() const


code: virtual bool ContainsCustomLink ( [FNavLinkId](API\Runtime\Engine\AI\Navigation\FNavLinkId) UniqueLinkId ) const


description: Check if path contains given node

code: virtual bool ContainsNode ( NavNodeRef NodeRef ) const


description: Deprecated* Use version that takes LifeTime instead.

code: virtual void DebugDraw ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, [FColor](API\Runtime\Core\Math\FColor) PathColor, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, bool bPersistent, const uint32 NextPathPointIndex ) const


code: virtual void DebugDraw ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, const [FColor](API\Runtime\Core\Math\FColor) PathColor, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const bool bPersistent, const float LifeTime, const uint32 NextPathPointIndex ) const


code: virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const


code: bool DidSearchReachedLimit() const


description: Turns goal actor location's observation

code: void DisableGoalActorObservation()


description: Checks if given path, starting from StartingIndex, intersects with given AABB box

code: virtual bool DoesIntersectBox ( const FBox & Box, uint32 StartingIndex, int32 * IntersectingSegmentIndex, FVector * AgentExtent ) const


description: Checks if given path, starting from StartingIndex, intersects with given AABB box. This version uses AgentLocation as beginning of the path with segment between AgentLocation and path's StartingIndex-th node treated as first path segment to check

code: virtual bool DoesIntersectBox ( const FBox & Box, const FVector & AgentLocation, uint32 StartingIndex, int32 * IntersectingSegmentIndex, FVector * AgentExtent ) const


description: If enabled path will request recalculation if it gets invalidated due to a change to underlying navigation

code: void EnableRecalculationOnInvalidation ( bool bShouldAutoUpdate )


code: void DoneUpdating ( [ENavPathUpdateType::Type](API\Runtime\Engine\AI\Navigation\ENavPathUpdateType__Type) UpdateType )


className: FPathObserverDelegate

description: DECLARE_DELEGATE_OneParam(FPathObserverDelegate, FNavigationPath*);.

code: typedef TMulticastDelegate_TwoParams< void, [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) *, [ENavPathEvent::Type](API\Runtime\Engine\AI\Navigation\ENavPathEvent__Type) > FPathObserverDelegate


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetBaseActor() const


description: Get cost of path, starting from given point

code: virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetCostFromIndex ( int32 PathPointIndex ) const


description: Get cost of path, starting from given node

code: virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetCostFromNode ( NavNodeRef PathNode ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDescription() const


code: FVector GetEndLocation() const


code: FVector GetDestinationLocation() const


code: const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGoalActor() const


code: const [INavAgentInterface](API\Runtime\Engine\AI\Navigation\INavAgentInterface) * GetGoalActorAsNavAgent() const


description: If GoalActor is set it retrieved its navigation location, if not retrieved last path point location

code: FVector GetGoalLocation() const


code: bool GetIgnoreInvalidation() const


code: double GetLastUpdateTime() const


description: Calculates total length of segments from NextPathPoint to the end of path, plus distance from CurrentPosition to NextPathPoint

code: virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetLengthFromPosition ( FVector SegmentStart, uint32 NextPathPointIndex ) const


code: [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavigationDataUsed() const


description: Retrieved location to start path finding from (in case of path recalculation)


code: static bool GetPathPoint ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * Path, uint32 PathVertIdx, [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) & PathPoint )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) > & GetPathPoints() const


description: Get based position of path point

code: [FBasedPosition](API\Runtime\Engine\Engine\FBasedPosition) GetPathPointLocation ( uint32 Index ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) > & GetPathPoints()


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


description: Retrieves normalized direction vector to given path segment for '0'-th segment returns same as for 1st segment

code: virtual FVector GetSegmentDirection ( uint32 SegmentEndIndex ) const


code: const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetSourceActor() const


code: const [INavAgentInterface](API\Runtime\Engine\AI\Navigation\INavAgentInterface) * GetSourceActorAsNavAgent() const


code: FVector GetStartLocation() const


code: double GetTimeStamp() const


code: bool IsWaitingForRepath() const


description: Optional notify called when path finishes update, before broadcasting to observes - requires bUseOnPathUpdatedNotify flag set

code: virtual void OnPathUpdated ( [ENavPathUpdateType::Type](API\Runtime\Engine\AI\Navigation\ENavPathUpdateType__Type) UpdateType )


code: [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & operator= ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & Other )


code: void RemoveObserver ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) HandleOfObserverToRemove )


description: Resets all variables describing generated path before attempting new pathfinding call. This function will NOT reset setup variables like goal actor, filter, observer, etc

code: virtual void ResetForRepath()


code: void SetFilter ( FSharedConstNavQueryFilter InFilter )


description: Enables path observing specifiedAActor's location and update itself if actor changes location

code: void SetGoalActorObservation ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & ActorToObserve, float TetherDistance )


description: Modifies distance to the GoalActor at which we'll update the path

code: void SetGoalActorTetherDistance ( const float NewTetherDistace )


description: If ignoring, path will stay bUpToDate after being invalidated due to a change to underlying navigation (observer and auto repath will NOT be triggered!)

code: void SetIgnoreInvalidation ( bool bShouldIgnore )


description: FORCEINLINE void SetObserver(const FPathObserverDelegate& Observer) { ObserverDelegate = Observer; }.

code: void SetIsPartial ( const bool bPartial )


code: void SetManualRepathWaiting ( const bool bInWaitingForRepath )


code: void SetNavigationDataUsed ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) *const NewData )


code: void SetQuerier ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InQuerier )


code: void SetQueryData ( const [FPathFindingQueryData](API\Runtime\NavigationSystem\FPathFindingQueryData) & QueryData )


code: void SetSearchReachedLimit ( const bool bLimited )


description: Set's up the path to use SourceActor's location in case of recalculation

code: void SetSourceActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & InSourceActor )


code: void SetTimeStamp ( double TimeStamp )


className: Type

description: Type of path

code: static const [FNavPathType](API\Runtime\Engine\AI\Navigation\FNavPathType) Type;


code: void UpdateLastRepathGoalLocation()


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FNavigationPath ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & )


code: virtual ~FNavigationPath()


code: FNavigationPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points, [AActor](API\Runtime\Engine\GameFramework\AActor) * Base )


className: FNavigationPath

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

Base

description: Base actor, if exist path points locations will be relative to it

bDoAutoUpdateOnInvalidation

description: If true path will request re-pathing if it gets invalidated due to underlying navigation changed

bIgnoreInvalidation

description: If true path will keep bUpToDate value after getting invalidated due to underlying navigation changed (observer and auto repath will NOT be triggered!) it's NOT safe to use if path relies on navigation data references (e.g. poly corridor)

bIsPartial

description: "true" when path is only partially generated, when goal is unreachable and path represent best guess

bIsReady

description: When false it means path instance has been created, but not filled with data yet

bObservingGoalActor

description: Indicates whether at any point GoalActor was a valid Actor.

bReachedSearchLimit

description: Set to true when path finding algorithm reached a technical limit (like limit of A* nodes).

bUpdateEndPointOnRepath

description: If true path will useGetGoalLocation()for updating QueryData before repath

bUpdateStartPointOnRepath

description: If true path will useGetPathFindingStartLocation()for updating QueryData before repath

bUpToDate

description: "true" until navigation data used to generate this path has been changed/invalidated

bUseOnPathUpdatedNotify

description: If true path will call OnPathUpdated notify

bWaitingForRepath

description: Set when path is waiting for recalc from navigation data

Filter

type: FSharedConstNav...

description: DEPRECATED: filter used to build this path.

LastUpdateTimeStamp

type: double

description: Gets set during path creation and on subsequent path's updates

NavigationDataUsed

description: Navigation data used to generate this path

ObserverDelegate

type: FPathObserverDe...

description: A delegate that will be called when path becomes invalid

PathFindingQueryData

type: FPathFindingQue...

description: Essential part of query used to generate this path

PathPoints

type: TArray<FNavPat...

description: IMPORTANT: path is assumed to be valid if it containsMOREthanONEpoint point 0 is path's starting point - if it's the only point on the path then there's no path per se

PathType

type: FNavPathType

ShortcutNodeRefs

type: TArray< NavNode...

description: Additional node refs used during path following shortcuts


description: Implementation of Exec that is called on all targets where UE_ALLOW_EXEC_COMMANDS is true

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


code: namespace FNavigationSystem { enum ECreateIfMissing { Invalid = -1, DontCreate = 0, Create = 1, } }


className: FNavigationSystemExec

code: struct FNavigationSystemExec : public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FNavLinkCustomInstanceData()


code: FNavLinkCustomInstanceData ( const [UNavLinkCustomComponent](API\Runtime\NavigationSystem\UNavLinkCustomComponent) * SourceComponent )


code: virtual ~FNavLinkCustomInstanceData()


className: FNavLinkCustomInstanceData

description: Used to store navlink data during RerunConstructionScripts

code: struct FNavLinkCustomInstanceData : public [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData)

AuxiliaryCustomLinkId

type: FNavLinkAuxilia...

CustomLinkId

type: FNavLinkId


code: FNavLinkOwnerData ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) & InComponent )


code: FNavLinkOwnerData ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor )


className: FNavLinkOwnerData

code: struct FNavLinkOwnerData

Actor

type: constAActor&#...

LinkToWorld

type: FTransform


className: FNavLinkProcessorDataDelegate

code: typedef TBaseDelegate_ThreeParams< void, [FCompositeNavModifier](API\Runtime\Engine\AI\FCompositeNavModifier) *, const [FNavLinkOwnerData](API\Runtime\NavigationSystem\FNavLinkOwnerData) &, const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & > FNavLinkProcessorDataDelegate


className: FNavLinkProcessorDelegate

code: typedef TBaseDelegate_ThreeParams< void, [FCompositeNavModifier](API\Runtime\Engine\AI\FCompositeNavModifier) *, const [AActor](API\Runtime\Engine\GameFramework\AActor) *, const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & > FNavLinkProcessorDelegate