description: Made static to allow consistent navlinks drawing even if something is drawing links withoutFNavLinkRenderingProxy

code: static void DrawLinks ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [TArray](API\Runtime\Core\Containers\TArray)< [FNavLinkDrawing](API\Runtime\NavigationSystem\FNavLinkRenderingProxy\FNavLinkDrawing) > & OffMeshPointLinks, [TArray](API\Runtime\Core\Containers\TArray)< [FNavLinkSegmentDrawing](API\Runtime\NavigationSystem\FNavLinkRenderingProxy\FNavLinkSegmentDrawing) > & OffMeshSegmentLinks, [TArray](API\Runtime\Core\Containers\TArray)< float > & StepHeights, [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) *const MeshColorInstance, uint32 AgentMask )


module: NavigationSystem

code: FNavLinkDrawing &40; const FTransform & InLocalToWorld, const FNavigationLink & Link &41;


className: FNavLinkDrawing

code: struct FNavLinkDrawing

Color

type: FColor

Direction

type: ENavLinkDirecti...

Left

type: FVector

SnapHeight

type: float


code: FNavLinkSegmentDrawing &40; const FTransform & InLocalToWorld, const FNavigationSegmentLink & Link &41;


className: FNavLinkSegmentDrawing

code: struct FNavLinkSegmentDrawing


code: uint32 GetAllocatedSize() const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: static void GetLinkMeshes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLinkDrawing](API\Runtime\NavigationSystem\FNavLinkRenderingProxy\FNavLinkDrawing) > & OffMeshPointLinks, const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLinkSegmentDrawing](API\Runtime\NavigationSystem\FNavLinkRenderingProxy\FNavLinkSegmentDrawing) > & OffMeshSegmentLinks, [TArray](API\Runtime\Core\Containers\TArray)< float > & StepHeights, [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) *const MeshColorInstance, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, uint32 AgentMask )


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: void StorePointLinks ( const FTransform & LocalToWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & LinksArray )


code: void StoreSegmentLinks ( const FTransform & LocalToWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) > & LinksArray )


description: Initialization constructor.

code: FNavLinkRenderingProxy ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


className: FNavLinkRenderingProxy

code: class FNavLinkRenderingProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)


className: FNavLinkSegmentProcessorDataDelegate

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


className: FNavLinkSegmentProcessorDelegate

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)< [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) > & > FNavLinkSegmentProcessorDelegate


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


code: FNavPathRecalculationRequest ( const FNavPathSharedPtr & InPath, [ENavPathUpdateType::Type](API\Runtime\Engine\AI\Navigation\ENavPathUpdateType__Type) InReason )


className: FNavPathRecalculationRequest

code: struct FNavPathRecalculationRequest

Path

type: FNavPathWeakPtr

Reason

type: ENavPathUpdateT...


code: void CalcAverageDeltaTime ( uint64 FrameNum )


code: void CalcTimeSliceDuration ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) >> & NavDataSet, int32 NumTilesToRegen, const [TArray](API\Runtime\Core\Containers\TArray)< double > & CurrentTileRegenDurations )


code: bool DoTimeSlicedUpdate() const


code: double GetAverageDeltaTime() const


code: double GetAverageTileRegenTime() const


code: double GetAverageTileWaitTime ( const int32 NavDataIndex ) const


code: int32 GetNavDataIdx() const


code: const [FNavRegenTimeSlicer](API\Runtime\NavigationSystem\FNavRegenTimeSlicer) & GetTimeSlicer() const


code: void LogTileStatistics ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) >> & NavDataSet ) const


code: void PushTileHistoryData ( const int32 NavDataIndex, const [FTileHistoryData](API\Runtime\NavigationSystem\FTileHistoryData) & TileData )


code: void PushTileRegenTime ( double NewTime )


code: void PushTileWaitTime ( const int32 NavDataIndex, const double NewTime )


code: void ResetTileHistoryData ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) >> & NavDataSet )


code: void ResetTileWaitTime ( const int32 NavDataIndex )


code: void ResetTileWaitTimeArrays ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) >> & NavDataSet )


code: void SetMaxDesiredTileRegenDuration ( float NewMaxDesiredTileRegenDuration )


code: void SetMaxTimeSliceDuration ( double NewMaxTimeSliceDuration )


code: void SetMinTimeSliceDuration ( double NewMinTimeSliceDuration )


code: void SetNavDataIdx ( int32 InNavDataIdx )


code: FNavRegenTimeSliceManager()


className: FNavRegenTimeSliceManager

code: class FNavRegenTimeSliceManager

bDoTimeSlicedUpdate

type: bool

MaxDesiredTileRegenDuration

description: The max real world desired time to Regen all the tiles in PendingDirtyTiles, Note it could take longer than this, as the time slice is clamped per frame between MinTimeSliceDuration and MaxTimeSliceDuration.

MaxTimeSliceDuration

type: double

description: The max Desired Time Slice Duration

MinTimeSliceDuration

description: If there are enough tiles to process this in the Min Time Slice Duration

MovingWindowDeltaTime

type: FMovingWindowAv...

description: Used to calculate the actual moving window delta time

MovingWindowTileRegenTime

description: Used to calculate the moving window average of the actual time spent inside functions used to regenerate a tile, this is processing time not actual time over multiple frames

TileHistoryData

type: TArray<TArray<...

description: Tile processing time per NavDataIndex

TileWaitTimes

description: Average tile wait time per NavDataIndex

TimeSlicer

type: FNavRegenTimeSl...


description: Sets data used for debugging time slices that are taking too long to process.

code: void DebugSetLongTimeSliceData ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FName](API\Runtime\Core\UObject\FName), double)> LongTimeSliceFunction, double LongTimeSliceDuration ) const


description: Sets the debug name for a time sliced section of code. Do not call this directly use MARK_TIMESLICE_SECTION_DEBUG

code: void DebugSetSectionName ( [FName](API\Runtime\Core\UObject\FName) InDebugSectionName ) const


description: Useful when multiple sections of code need to be timesliced per frame using the same time slice duration that do not necessarily occur concurrently. This ends the time sliced code section and adjusts the RemainingDuration based on the time used between calls to StartTimeSlice and the last call to TestTimeSliceFinished. Note the actual time slice is not tested in this function. Thats done in TestTimeSliceFinished! This can be called multiple times as long asStartTimeSlice()is called beforeEndTimeSliceAndAdjustDuration(). EndTimeSliceAndAdjustDuration can be called afterTestTimeSliceFinished()has returned true in this case the RemainingDuration will just be zero

code: void EndTimeSliceAndAdjustDuration()


code: double GetRemainingDuration() const


code: double GetStartTime() const


description: Starts the time slice, this can be called multiple times as long asEndTimeSliceAndAdjustDuration()is called between each call. StartTimeSlice should not be called afterTestTimeSliceFinished()has returned true

code: void StartTimeSlice()


code: bool IsTimeSliceFinishedCached() const


description: Setup the initial values for a time slice. This can be called on an instance afterTestTimeSliceFinished()has returned true andEndTimeSliceAndAdjustDuration()has been called

code: void SetupTimeSlice ( double SliceDuration )


code: bool TestTimeSliceFinished() const


className: FNavRegenTimeSlicer

code: class FNavRegenTimeSlicer

DebugLongTimeSliceFunction

type: TFunction< void...

DebugSectionName

type: FName


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


className: FNavTestTickHelper

code: struct FNavTestTickHelper : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

Owner

type: TWeakObjectPtr<...


className: FOnNavDataGenericEvent

description: Delegate to let interested parties know that Nav Data has been registered

code: class FOnNavDataGenericEvent


className: FOnNavigationPathUpdated

code: class FOnNavigationPathUpdated


description: Utility function to compute a cost limit using an Euclidean heuristic, an heuristic scale and a cost limit factor CostLimitFactor: multiplier used to compute the cost limit value from the initial heuristic MinimumCostLimit: minimum clamping value used to prevent low cost limit for short path query

code: static [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) ComputeCostLimitFromHeuristic ( const FVector & StartPos, const FVector & EndPos, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) HeuristicScale, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) CostLimitFactor, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) MinimumCostLimit )


code: [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & SetAllowPartialPaths ( const bool bAllow )


code: [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & SetNavAgentProperties ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & InNavAgentProperties )


code: [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & SetPathInstanceToUpdate ( FNavPathSharedPtr InPathInstanceToFill )


code: [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & SetRequireNavigableEndLocation ( const bool bRequire )


code: FPathFindingQuery ( FNavPathSharedRef PathToRecalculate, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavDataOverride )


code: FPathFindingQuery ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & InNavData, const FVector & Start, const FVector & End, FSharedConstNavQueryFilter SourceQueryFilter, FNavPathSharedPtr InPathInstanceToFill, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) CostLimit, const bool bInRequireNavigableEndLocation )


code: FPathFindingQuery ( const [INavAgentInterface](API\Runtime\Engine\AI\Navigation\INavAgentInterface) & InNavAgent, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & InNavData, const FVector & Start, const FVector & End, FSharedConstNavQueryFilter SourceQueryFilter, FNavPathSharedPtr InPathInstanceToFill, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) CostLimit, const bool bInRequireNavigableEndLocation )


className: FPathFindingQuery

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

NavAgentProperties

type: FNavAgentProper...

PathInstanceToFill

type: FNavPathSharedP...


code: FPathFindingQueryData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner, const FVector & InStartLocation, const FVector & InEndLocation, FSharedConstNavQueryFilter InQueryFilter, int32 InNavDataFlags, bool bInAllowPartialPaths, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) InCostLimit, const bool bInRequireNavigableEndLocation )


className: FPathFindingQueryData

code: struct FPathFindingQueryData

bAllowPartialPaths

type: uint32:  1

description: If set, allow partial paths as a result

bRequireNavigableEndLocation

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

CostLimit

description: Cost limit of nodes allowed to be added to the open list

NavDataFlags

description: Additional flags passed to navigation data handling request

QueryFilter

type: FSharedConstNav...


code: bool IsSuccessful() const


code: FPathFindingResult ( [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) InResult )


className: FPathFindingResult

code: struct FPathFindingResult

Result

type: ENavigationQuer...


code: FSupportedAreaData ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > NavAreaClass, int32 InAreaID )


className: FSupportedAreaData

code: struct FSupportedAreaData

AreaClass

type: TObjectPtr< con...

AreaClassName

type: FString


className: FTileHistoryData

code: struct FTileHistoryData

EndRegenFrame

description: Frame when tile processing ended.

StartRegenFrame

description: Frame when tile processing started.

TileRegenTime

type: float

description: Accumulated time spent processing the tile (seconds).

TileWaitTime

description: Time between the tile was requested and when it's finished building (seconds).

TileX

description: Tile coordinates


className: INavigationPathGenerator

code: class INavigationPathGenerator


code: virtual FNavLinkAuxiliaryId GetAuxiliaryId&40;&41; const


description: Get unique ID number for custom link Owner should get its unique ID by calling INavLinkCustomInterface::GetUniqueId() and store it

code: virtual FNavLinkId GetId&40;&41; const


description: Get basic link data: area class (null = default walkable)

code: virtual TSubclassOf< UNavArea > GetLinkAreaClass&40;&41; const


description: Get basic link data: two points (relative to owner) and direction

code: virtual void GetLinkData &40; FVector & LeftPt, FVector & RightPt, ENavLinkDirection::Type & Direction &41; const


description: Get agents supported by this link

code: virtual void GetSupportedAgents &40; FNavAgentSelector & OutSupportedAgents &41; const


description: Check if link allows path finding Querier is usually an AIController trying to find path

code: virtual bool IsLinkPathfindingAllowed &40; const UObject &42; Querier &41; const


className: NextUniqueId

code: static uint32 NextUniqueId = 1;


description: Notify called when agent finishes using this link for movement

code: virtual void OnLinkMoveFinished &40; class UObject &42; PathComp &41;


description: Notify called when agent starts using this link for movement. returns true = custom movement, path following will NOT update velocity until FinishUsingCustomLink() is called on it

code: virtual bool OnLinkMoveStarted &40; class UObject &42; PathComp, const FVector & DestPoint &41;


description: Deprecated* LinkIds are now based on aFNavLinkId. Call the version of this function that takes aFNavLinkId. This function now has no effect.

code: virtual void UpdateLinkId &40; uint32 NewUniqueId &41;


description: Update unique ID number for custom link by navigation system.

code: virtual void UpdateLinkId &40; FNavLinkId NewUniqueId &41;


className: INavLinkCustomInterface

code: class INavLinkCustomInterface


description: Optionalway of retrieving navigation link data - ifINavLinkHostInterfaceimplementer defines custom navigation links then it can just retrieve a list of links

code: virtual bool GetNavigationLinksArray &40; TArray< FNavigationLink > & OutLink, TArray< FNavigationSegmentLink > & OutSegments &41; const


description: RetrievesUNavLinkDefinitionderived UClasses hosted by this interface implementer

code: virtual bool GetNavigationLinksClasses &40; TArray< TSubclassOf< class UNavLinkDefinition > > & OutClasses &41; const


className: INavLinkHostInterface

code: class INavLinkHostInterface


className: INavNodeInterface

code: class INavNodeInterface


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [INavSysModule](API\Runtime\NavigationSystem\INavSysModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: INavSysModule

description: The public interface to this module

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


description: Copy properties from other area

code: virtual void CopyFrom ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > AreaClass )


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


code: uint16 GetAreaFlags() const


description: Retrieved color declared for AreaDefinitionClass

code: static [FColor](API\Runtime\Core\Math\FColor) GetColor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AreaDefinitionClass )


description: Get the fixed area entering cost.


code: bool HasFlags ( uint16 InFlags ) const


description: Called before adding to navigation system

code: virtual void InitializeArea()


code: bool IsSupportingAgent ( int32 AgentIndex ) 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 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: 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: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


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


className: UNavArea

description: Class containing definition of a navigation area

code: class UNavArea : public [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase)

type: union UNavArea:...

description: DEPRECATED AGENT CONFIG.

AreaFlags

description: These flags will be applied to navigation data along with AreaID

DefaultCost

description: Travel cost multiplier for path distance

DrawColor

type: FColor

description: Area color in navigation view

FixedAreaEnteringCost

description: Entering cost

SupportedAgents

type: FNavAgentSelect...

description: Restrict area only to specified agents


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


className: UNavAreaMeta

description: A convenience class for an area that hasIsMetaArea()== true. Do not use this class when determining whether an area class is "meta". Call IsMetaArea instead.

code: class UNavAreaMeta : public [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea)


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

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


description: Setup AgentXArea properties

code: virtual void UpdateAgentConfig()


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


code: class UNavAreaMeta_SwitchByAgent : public [UNavAreaMeta](API\Runtime\NavigationSystem\NavAreas\UNavAreaMeta)

type: TSubclassOf<UN...


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


description: Regular navigation area, applied to entire navigation data by default

code: class UNavArea_Default : public [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea)


description: Leftover from NavigationSystem extraction from the Engine code

code: virtual bool IsLowArea() const


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


description: Special area that can be generated in spaces with insufficient free height above. Cannot be traversed by anyone.

code: class UNavArea_LowHeight : public [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea)


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


description: In general represents an empty area, that cannot be traversed by anyone. Ever.

code: class UNavArea_Null : public [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea)


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


description: In general represents a high cost area, that shouldn't be traversed by anyone unless no other path exist.

code: class UNavArea_Obstacle : public [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea)


className: FNavigationFilterArea

code: struct FNavigationFilterArea

AreaClass

description: Navigation area class

bIsExcluded

description: Mark as excluded

EnteringCostOverride

description: Override for entering cost

TravelCostOverride

description: Override for travel cost


className: FNavigationFilterFlags

description: UseUNavigationSystemV1.DescribeFilterFlags()to setup user friendly names of flags

code: struct FNavigationFilterFlags

type: union FNavigati...


code: void AddEnteringCostOverride ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > AreaClass, float EnteringCost )


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


description: Helper functions for adding area overrides

code: void AddTravelCostOverride ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > AreaClass, float TravelCost )


description: Find index of area data

code: int32 FindAreaOverride ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavArea](API\Runtime\NavigationSystem\NavAreas\UNavArea) > AreaClass ) const


description: Get filter for given navigation data and initialize on first access

code: FSharedConstNavQueryFilter GetQueryFilter ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier ) const


description: Helper functions for accessing filter

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


code: template<class T> static FSharedConstNavQueryFilter GetQueryFilter ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


code: static FSharedConstNavQueryFilter GetQueryFilter ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > GetSimpleFilterForAgent ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Querier ) const


description: Setup filter for given navigation data, use to create custom filters

code: virtual void InitializeFilter ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier, [FNavigationQueryFilter](API\Runtime\Engine\AI\Navigation\FNavigationQueryFilter) & Filter ) const


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

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


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


className: UNavigationQueryFilter

description: Class containing definition of a navigation query filter

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

Areas

type: TArray<FNaviga...

description: List of overrides for navigation areas

bInstantiateForQuerier

description: If set, filter will not be cached by navigation data and can be configured per Querier

bIsMetaFilter

description: If set to true GetSimpleFilterForAgent will be called when determining the actual filter class to be used

ExcludeFlags

type: FNavigationFilt...

description: Forbidden flags of navigation nodes

IncludeFlags

description: Required flags of navigation nodes


code: class URecastFilter_UseDefaultArea : public [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter)


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


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


className: ANavigationGraph

description: Currently abstract since it's not full implemented

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


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


className: ANavigationGraphNode

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


className: EgdeFlagsCount

code: enum { EgdeFlagsCount = 7 }


className: FNavGraphEdge

code: struct FNavGraphEdge

End

type: FNavGraphNode&...

Flags

type: int32:  EgdeFla...


className: InitialEdgesCount

code: enum { InitialEdgesCount = 4 }


description: Location to be added here Radius might be needed as well

code: FNavGraphNode()


className: FNavGraphNode

code: struct FNavGraphNode

Edges

type: TArray<FNavGra...

Owner

type: TObjectPtr<UOb...

description: Who's this node referring to? This will most commonly point to an actor or a component


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()


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


className: UNavigationGraphNodeComponent

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

NextNodeComponent

type: TObjectPtr<UNa...

Node

type: FNavGraphNode


code: static void OnPostEngineInit()


code: virtual void PostEditChangeProperty ( struct [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 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.


description: Called after all currently registered components are cleared


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


className: ANavMeshBoundsVolume

description: This volume only blocks the path builder - it has no gameplay collision

code: class ANavMeshBoundsVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: DrawDistanceSq

description: Squared draw distance

code: static [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) DrawDistanceSq = 0.;


className: FNavPolyFlags

code: typedef uint16 FNavPolyFlags


code: NavNodeRef GetLastNodeRef&40;&41; const


code: int32 GetMaxCorridorSize&40;&41; const


code: bool HasHit&40;&41; const


code: enum &123; MAX_PATH_CORRIDOR_POLYS = 128 &125;


className: FRaycastResult

code: struct FRaycastResult

bIsRaycastEndInCorridor

type: uint32:  1

HitNormal

type: FVector


description:
Blueprint functions.
true if any polygon/link has been touched

code: bool K2_ReplaceAreaInTileBounds ( FBox Bounds, [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 ReplaceLinks )


code: bool HasValidNavmesh() const


className: MinimumSizeForChaosNavMeshInfluenceSq

description: MinimumSizeForChaosNavMeshInfluence

code: static float MinimumSizeForChaosNavMeshInfluenceSq = 0.0f;


className: NavLinkFlag

description: Contains last availabledtPoly's flag bit set (8th bit at the moment of writing)


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: static void SetDrawDistance ( [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) NewDistance )


code: static void SetMinimumSizeForChaosNavMeshInfluence ( float NewSize )


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


description: Dtor

code: virtual ~ARecastNavMesh()


className: ARecastNavMesh

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

AgentHeight

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

AgentMaxSlope

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

AgentRadius

description: Radius of smallest agent to traverse this navmesh

bAllowNavLinkAsPathEnd

description: If set, paths can end at navlink poly (not the ground one!)

bAllowWorldPartitionedNavMesh

description: World partitioned navmesh are only allowed in partitioned worlds.

bDistinctlyDrawTilesBeingBuilt

type: uint32: 1

description: If true, show currently rebuilding tiles differently when visualizing

bDoFullyAsyncNavDataGathering

description: If set, navmesh data gathering will never happen on the game thread and will only be done on background threads

bDrawClusters

description: Draw navmesh's clusters and cluster links. (Requires WITH_NAVMESH_CLUSTER_LINKS=1)

bDrawDefaultPolygonCost

description: Draw a label for every poly that indicates its default and fixed costs

bDrawFilledPolys

description: If disabled skips filling drawn navmesh polygons

bDrawNavMeshEdges

description: Draw border-edges

bDrawOctreeDetails

description: Draw octree used to store navigation relevant actors with the elements bounds

bDrawPathCollidingGeometry

description: Draw input geometry passed to the navmesh generator.

bDrawPolyEdges

description: Draw edges of every poly (i.e. not only border-edges)

bDrawPolygonFlags

description: Draw a label for every poly that indicates its poly and area flags

bDrawPolygonLabels

description: Draw a label for every poly that indicates its poly and tile indices

bDrawTileBounds

description: Draw the tile boundaries

bDrawTileResolutions

description: Draw the tile resolutions

bDrawTriangleEdges

description: Draw edges of every navmesh's triangle

bFilterLowSpanFromTileCache

description: If set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild)

bFilterLowSpanSequences

description: If set, only single low height span will be allowed under valid one

bFixedTilePoolSize

description: NavMesh generation parameters.

bIsWorldPartitioned

description: In a world partitioned map, is this navmesh using world partitioning

bMarkLowHeightAreas

description: Mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode)

bPerformVoxelFiltering

description: Controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter).

bSortNavigationAreasByCost

description: Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation.

bStoreEmptyTileLayers

description: If set, tiles generated without any navmesh data will be marked to distinguish them from not generated / streamed out ones.

bUseBetterOffsetsFromCorners

description: TODO: switch to disable new code from OffsetFromCorners if necessary - remove it later

bUseExtraTopCellWhenMarkingAreas

description: Expand the top of the area nav modifier's bounds by one cell height when applying to the navmesh.

bUseVirtualFilters

description: Indicates whether default navigation filters will use virtual functions. Defaults to true.

bUseVirtualGeometryFilteringAndDirtying

description: Indicates whether use the virtual methods to check if an object should generate geometry or if we should call the normal method directly (i.e.FNavigationOctreeElement::ShouldUseGeometry).

DefaultDrawDistance

description: Navmesh draw distance in game (always visible in editor)

DefaultMaxHierarchicalSearchNodes

description: Specifes default limit to A* nodes used when performing hierarchical navigation queries.

DefaultMaxSearchNodes

description: Specifes default limit to A* nodes used when performing navigation queries.

DrawOffset

description: Vertical offset added to navmesh's debug representation for better readability

HeuristicScale

description: Recast runtime params.

description: If >= 1, when sorting pending tiles by priority, tiles near invokers (within the distance threshold) will have their priority increased.

InvokerTilePriorityBumpIncrease

description: Priority increase steps for tiles that are withing near distance.

LayerChunkSplits

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

LayerPartitioning

type: TEnumAsByte<ER...

description: Partitioning method for creating tile layers

MaxSimplificationError

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

MaxSimultaneousTileGenerationJobsCount

description: Sets the limit for number of asynchronous tile generators running at one time, also used for some synchronous tasks

MergeRegionSize

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

MinRegionArea

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

NavMeshOriginOffset

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

NavMeshResolutionParams

type: FNavMeshResolut...

description: Resolution params If using multiple resolutions, it's recommended to chose the highest resolution first and set it according to the highest desired precision and then the other resolutions.

OnNavMeshUpdate

type: FOnNavMeshUpdat...

description: Broadcast for navmesh updates

RegionChunkSplits

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

RegionPartitioning

description: Partitioning method for creating navmesh polys

TileGenerationDebug

type: FRecastNavMeshT...

TileNumberHardLimit

description: Absolute hard limit to number of navmesh tiles.

TilePoolSize

description: Maximum number of tiles NavMesh can hold

TileSizeUU

description: Size of single tile, expressed in uu

TimeSliceFilterLedgeSpansMaxYProcess

description: The maximum number of y coords to process when time slicing filter ledge spans during navmesh regeneration.

TimeSliceLongDurationDebug

type: double

description: If a single time sliced section of navmesh regen code exceeds this duration then it will trigger debug logging

VerticalDeviationFromGroundCompensation

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


code: namespace ERecastPartitioning { enum Type { Monotone, Watershed, ChunkyMonotone, } }


code: FDetourTileLayout ( const [dtMeshTile](API\Runtime\Navmesh\Detour\dtMeshTile) & tile )


code: FDetourTileLayout ( const [FDetourTileSizeInfo](API\Runtime\NavigationSystem\NavMesh\FDetourTileSizeInfo) & SizeInfo )


className: FDetourTileLayout

code: struct FDetourTileLayout


className: FDetourTileSizeInfo

code: struct FDetourTileSizeInfo

BvNodeCount

type: unsigned short


className: FNavMeshDirtyTileElement

description: Used to list tiles that needs rebuilding.

code: struct FNavMeshDirtyTileElement

Coordinates

type: FIntPoint

InvokerPriority

type: ENavigationInvo...


code: [FNavMeshNodeFlags](API\Runtime\NavigationSystem\NavMesh\FNavMeshNodeFlags) & AddAreaFlags ( const uint16 InAreaFlags )


code: FNavMeshNodeFlags ( const uint32 Flags )


className: FNavMeshNodeFlags

description: Helper to translateFNavPathPoint.Flags.

code: struct FNavMeshNodeFlags

Area

description: Area type after this node.

AreaFlags

description: Area flags for this node.

PathFlags

description: Extra node information (like "path start", "off-mesh connection").


description: Check if path contains any custom nav link

code: virtual bool ContainsAnyCustomLink() const


code: void ApplyFlags ( int32 NavDataFlags )


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


description: Check if path (all polys in corridor) contains given node

code: virtual bool ContainsNode ( NavNodeRef NodeRef ) const


code: bool ContainsWithSameEnd ( const [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath) * Other ) const


code: virtual void DebugDraw ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, const [FColor](API\Runtime\Core\Math\FColor) PathColor, [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


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: It's only const to be callable in const environment. It's not supposed to be called directly externally anyway, just as part of retrieving corridor on demand or generating it in internal processes. It fills a mutable array.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationPortalEdge](API\Runtime\Engine\AI\Navigation\FNavigationPortalEdge) > & GeneratePathCorridorEdges() 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 next poly in corridor

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


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


description: Get flags of path point or corridor poly (depends on bStringPulled flag)

code: bool GetNodeFlags ( int32 NodeIdx, [FNavMeshNodeFlags](API\Runtime\NavigationSystem\NavMesh\FNavMeshNodeFlags) & Flags ) const


code: int32 GetNodeRefIndex ( const NavNodeRef NodeRef ) const


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


description: Calculates estimated length of path expressed as sequence of navmesh edges. It basically sums up distances between every subsequent nav edge pair edge middles. Internal use only

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetPathCorridorLength ( const int32 StartingEdge ) const


description: Retrieves normalized direction vector to given path segment. If path is not string pulled navigation corridor is being used

code: virtual FVector GetSegmentDirection ( uint32 SegmentEndIndex ) const


description: Calculates total length of string pulled path. Does not generate string pulled path if it's not already generated (see bWantsStringPulling and bStrigPulled) Internal use only

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetStringPulledLength ( const int32 StartingPoint ) const


code: bool IsPathSegmentANavLink ( const int32 PathSegmentStartIndex ) const


code: bool IsStringPulled() const


code: void OffsetFromCorners ( [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Distance )


code: void OnPathCorridorUpdated()


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


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


description: Find string pulled path from PathCorridor

code: void PerformStringPulling ( const FVector & StartLoc, const FVector & EndLoc )


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 SetPathCorridorEdges ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationPortalEdge](API\Runtime\Engine\AI\Navigation\FNavigationPortalEdge) > & InPathCorridorEdges )


code: void SetWantsPathCorridor ( const bool bNewWantsPathCorridor )


code: void SetWantsStringPulling ( const bool bNewWantsStringPulling )


className: Type

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


code: bool WantsPathCorridor() const


code: bool WantsStringPulling() const


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


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


className: FNavMeshPath

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

bDynamic

description: Is this path generated on dynamic navmesh (i.e. one attached to moving surface)

bWantsPathCorridor

description: If set to true path instance will contain path corridor generated as a part pathfinding call (i.e. without the need to generate it with GeneratePathCorridorEdges

bWantsStringPulling

description: If set to true path instance will contain a string pulled version.

CustomNavLinkIds

type: TArray<FNavLin...

PathCorridor

type: TArray< NavNode...

description: Sequence of navigation mesh poly ids representing an obstacle-free navigation corridor

PathCorridorCost

type: TArray<FVector...

description: For every poly in PathCorridor stores traversal cost from previous navpoly


className: FNavMeshResolutionParam

code: struct FNavMeshResolutionParam

AgentMaxStepHeight

type: float

description: Largest vertical step the agent can perform

CellHeight

description: Vertical size of voxelization cell

CellSize

description: Horizontal size of voxelization cell


code: uint32 GetAllocatedSizeInternal() const


description: Draw the scene proxy as a dynamic element

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: FNavMeshSceneProxy ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [FNavMeshSceneProxyData](API\Runtime\NavigationSystem\NavMesh\FNavMeshSceneProxyData) * InProxyData, bool ForceToRender )


code: virtual ~FNavMeshSceneProxy()


className: FNavMeshSceneProxy

description: Exported to API for GameplayDebugger module

code: class FNavMeshSceneProxy : public [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy), public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


className: FDebugMeshData

code: struct FDebugMeshData

ClusterColor

type: FColor

Indices

type: TArray< uint32 ...

Vertices

type: TArray<FDynami...


code: FDebugPoint &40; const FVector & InPosition, const FColor & InColor, const float InSize &41;


className: FDebugPoint

code: struct FDebugPoint

Position

type: FVector


code: FDebugText &40; const FString & InText &41;


code: FDebugText &40; const FVector & InLocation, const FString & InText &41;


className: FDebugText

code: struct FDebugText

Text

type: FString


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


code: FNavMeshSceneProxyData()


code: uint8 &42; GetMutableRawNavData&40;&41;


code: const uint8 &42; GetRawNavData&40;&41; const


description: Temporary test to help reproduce a crash.

code: void TestPtr&40;&41; const


code: FNavData &40; uint8 &42; InNavData, const int32 InDataSize &41;


code: uint32 GetAllocatedSize() const


className: FNavData

description: Helper function so that we release NavData via dtFree not regular delete (for navigation mem stats)

code: struct FNavData

RawNavData

type: uint8 *


code: const uint8 * GetData() const


className: FNavMeshSceneProxyData

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

AuxBoxes

type: TArray<FDebugR...

AuxPoints

type: TArray<FDebugP...

bDataGathered

type: uint32:  1

Bounds

type: FBox

DebugLabels

type: TArray<FDebugT...

MeshBuilders

type: TArray<FDebugM...

OctreeBounds

type: TArray<FBoxCen...


description: Duplicate shared state so we will have own copy of the data.

code: void MakeUnique()


code: bool operator== ( const uint8 * RawData ) const


code: FNavMeshTileData ( uint8 * RawData, int32 RawDataSize, int32 LayerIdx, FBox LayerBounds )


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


className: FNavMeshTileData

description: Structure to handle nav mesh tile's raw data persistence and releasing

code: struct FNavMeshTileData

DataSize

description: Size of allocated data

LayerIndex

description: Layer index

NavData

type: TSharedPtr<FNa...

description: Actual tile data


className: FNodeDebugData

code: struct FNodeDebugData

ParentId

type: FSetElementId

PolyRef

type: NavNodeRef


code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: virtual uint32 GetMemoryFootprint() const


code: virtual SIZE_T GetTypeHash() const


code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: static bool LocationInView ( const FVector & Location, const [FSceneView](API\Runtime\Engine\FSceneView) * View )


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


className: FNavTestSceneProxy

code: class FNavTestSceneProxy : public [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy)


code: FRecastNamedFiltersCreator ( bool bVirtualFilters )


className: FRecastNamedFiltersCreator

code: struct FRecastNamedFiltersCreator


code: FRecastNavMeshGenerationProperties()


code: FRecastNavMeshTileGenerationDebug()


className: FRecastNavMeshGenerationProperties

AgentHeight

type: float

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

AgentMaxSlope

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

AgentRadius

description: Radius of largest agent that can freely traverse the generated navmesh

bFilterLowSpanFromTileCache

description: If set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild)

bFilterLowSpanSequences

description: If set, only single low height span will be allowed under valid one

bFixedTilePoolSize

description: If true, the NavMesh will allocate fixed size pool for tiles, should be enabled to support streaming

bIsWorldPartitioned

description: In a world partitioned map, is this navmesh using world partitioning

bMarkLowHeightAreas

description: Mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode)

bPerformVoxelFiltering

description: Controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter).

bSortNavigationAreasByCost

description: Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation.

bUseExtraTopCellWhenMarkingAreas

description: Expand the top of the area nav modifier's bounds by one cell height when applying to the navmesh.

CellHeight

description: Vertical size of voxelization cell

CellSize

description: Horizontal size of voxelization cell

LayerChunkSplits

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

LayerPartitioning

type: TEnumAsByte<ER...

description: Partitioning method for creating tile layers

MaxSimplificationError

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

MergeRegionSize

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

MinRegionArea

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

RegionChunkSplits

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

RegionPartitioning

description: Partitioning method for creating navmesh polys

TileNumberHardLimit

description: Absolute hard limit to number of navmesh tiles.

TilePoolSize

description: Maximum number of tiles NavMesh can hold

TileSizeUU

description: Size of single tile, expressed in uu


className: FRecastNavMeshTileGenerationDebug

bCollisionGeometry

description: Display the collision used for the navmesh rasterization.

bEnabled

description: If set, the selected internal debug data will be kept during tile generation to be displayed with the navmesh.

bGenerateDebugTileOnly

description: If set, the generator will only generate the tile selected to debug (set in TileCoordinate).

HeightFieldRenderMode

type: EHeightFieldRen...

TileCoordinate

type: FIntVector

description: Selected tile coordinate, only this tile will have it's internal data kept.


className: FRawData

code: struct FRawData


code: FRawData &40; uint8 &42; InData &41;


code: FRecastTileData ( int32 TileDataSize, uint8 * TileRawData, int32 TileCacheDataSize, uint8 * TileCacheRawData )


className: FRecastTileData

code: struct FRecastTileData

bAttached

type: bool

description: Whether this tile is attached to NavMesh.

OriginalX

description: Location of attached tile.

TileCacheDataSize

description: Compressed tile cache layer.

TileCacheRawData

type: TSharedPtr<FRa...

TileDataSize

description: Tile data.


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Method that derived class should override to create the scene proxy and customize a custom delegate helper (if any)

code: virtual [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy) * CreateDebugSceneProxy()


code: bool IsForcingUpdate() const


code: static bool IsNavigationShowFlagSet ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Gathers drawable information from NavMesh and puts it in OutProxyData. Override to add additional information to OutProxyData.

code: virtual void GatherData ( const [ARecastNavMesh](API\Runtime\NavigationSystem\NavMesh\ARecastNavMesh) & NavMesh, [FNavMeshSceneProxyData](API\Runtime\NavigationSystem\NavMesh\FNavMeshSceneProxyData) & OutProxyData ) const


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


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


className: UNavMeshRenderingComponent

code: class UNavMeshRenderingComponent : public [UDebugDrawComponent](API\Runtime\Engine\Debug\UDebugDrawComponent)

TimerHandle

type: FTimerHandle


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


description: Attaches tiles to specified navmesh, transferring tile ownership to navmesh

code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > AttachTiles ( FPImplRecastNavMesh & NavMeshImpl )


description: Attaches tiles to specified navmesh

code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > AttachTiles ( FPImplRecastNavMesh & NavMeshImpl, const bool bKeepCopyOfData, const bool bKeepCopyOfCacheData )


className: UNavTestRenderingComponent

code: class UNavTestRenderingComponent : public [UDebugDrawComponent](API\Runtime\Engine\Debug\UDebugDrawComponent)


description: Detaches tiles from specified navmesh, taking tile ownership

code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > DetachTiles ( FPImplRecastNavMesh & NavMeshImpl )


description: Detaches tiles from specified navmesh

code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > DetachTiles ( FPImplRecastNavMesh & NavMeshImpl, const bool bTakeDataOwnership, const bool bTakeCacheDataOwnership )


description: Mutable accessor to the list of tiles in the data chunk.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FRecastTileData](API\Runtime\NavigationSystem\NavMesh\FRecastTileData) > & GetMutableTiles()


description: Number of tiles in this chunk

code: int32 GetNumTiles() const


description: Const accessor to the list of tiles in the data chunk.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FRecastTileData](API\Runtime\NavigationSystem\NavMesh\FRecastTileData) > & GetTiles() const


description: Collect tiles with data and/or cache data from the provided TileIndices.

code: void GetTiles ( const FPImplRecastNavMesh * NavMeshImpl, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TileIndices, const EGatherTilesCopyMode CopyMode, const bool bMarkAsAttached )


description: Returns the AABB for the given tiles.

code: void GetTilesBounds ( const FPImplRecastNavMesh & NavMeshImpl, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TileIndices, FBox & OutBounds ) const


description: Releases all tiles that this chunk holds

code: void ReleaseTiles()


description: Experimental: Moves tiles data on the xy plane by the offset (in tile coordinates) and rotation (in degree).

code: void MoveTiles ( FPImplRecastNavMesh & NavMeshImpl, const FIntPoint & Offset, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) RotationDeg, const FVector2D & RotationCenter )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


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


code: virtual void CleanUp ( float DeltaTime )


className: URecastNavMeshDataChunk

code: class URecastNavMeshDataChunk : public [UNavigationDataChunk](API\Runtime\Engine\AI\Navigation\UNavigationDataChunk)


description: Called by the nav system when a new navigation data instance is registered.

code: virtual void OnNavDataRegistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavDataInstance )


code: virtual void Tick ( float DeltaTime )


description: Called by the nav system when a navigation data instance is removed.

code: virtual void OnNavDataUnregistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavDataInstance )


className: UCrowdManagerBase

description: Base class for Crowd Managers. If you want to create a custom crowd manager implement a class extending this one and setUNavigationSystemV1::CrowdManagerClassto point at your class

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


description: Copy user settings from other nav collision data

code: void CopyUserSettings ( const [UNavCollision](API\Runtime\NavigationSystem\UNavCollision) & OtherData )


description: Show cylinder and box collisions

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


description: Export collision data

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


description: Read collisions data

code: void GatherCollision()


code: FByteBulkData * GetCookedData ( [FName](API\Runtime\Core\UObject\FName) Format )


description: Get data for dynamic obstacle

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


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

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


code: void InvalidatePhysicsData()


code: virtual void InvalidateCollision()


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients

code: virtual bool NeedsLoadForClient() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on the target platform
true if this object should be loaded on the target platform

code: virtual bool NeedsLoadForTargetPlatform ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


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()


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


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: Tries to read data from DDC, and if that fails gathers navigation collision data, stores it and uploads to DDC

code: virtual void Setup ( class [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * BodySetup )


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


className: UNavCollision

code: class UNavCollision : public [UNavCollisionBase](API\Runtime\Engine\AI\Navigation\UNavCollisionBase)

AreaClass

type: TSubclassOf< cl...

description: Navigation area type that will be use when this static mesh is used as a navigation obstacle.

bCreateOnClient

description: If false, will not create nav collision when connecting as a client

bForceGeometryRebuild

description: If set, convex geometry will be rebuild instead of using cooked data

bGatherConvexGeometry

description: If set, convex collisions will be exported offline for faster runtime navmesh building (increases memory usage)

BodySetupGuid

type: FGuid

description: Guid of associated BodySetup

BoxCollision

type: TArray<FNavCol...

description: List of nav collision boxes

ConvexShapeIndices

type: TNavStatArray< ...

CookedFormatData

type: FFormatContaine...

description: Cooked data for each format

CylinderCollision

description: List of nav collision cylinders


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


code: float GetGenerationRadius() const


code: float GetRemovalRadius() const


description: Sets generation/removal ranges. Doesn't force navigation system's update. Will get picked up the next time NavigationSystem::UpdateInvokers gets called

code: void SetGenerationRadii ( const float GenerationRadius, const float RemovalRadius )


code: void RegisterWithNavigationSystem ( [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys )


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


className: UNavigationInvokerComponent

code: class UNavigationInvokerComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

Priority

type: ENavigationInvo...

description: Experimental invocation priority.

SupportedAgents

type: FNavAgentSelect...

description: Restrict navigation generation to specific agents


description: UObjectbegin.

code: virtual void BeginDestroy()


code: void EnableDebugDrawing ( bool bShouldDrawDebugData, [FLinearColor](API\Runtime\Core\Math\FLinearColor) PathColor )


code: void DrawDebug ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * )


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

code: void EnableRecalculationOnInvalidation ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ENavigationOptionFlag::Type](API\Runtime\Engine\AI\Navigation\ENavigationOptionFlag__Type) > DoRecalculation )


code: FNavPathSharedPtr GetPath()


code: double GetPathCost() const


code: double GetPathLength() const


code: bool IsStringPulled() const


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


code: void SetPath ( FNavPathSharedPtr NewSharedPath )


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


code: void SetPathPointsFromPath ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & NativePath )


className: UNavigationPath

description: UObjectwrapper forFNavigationPath

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

PathObserver

type: FNavigationPath...

PathObserverDelegateHandle

type: FDelegateHandle

PathPoints

type: TArray< FVector...

PathUpdatedNotifier

type: FOnNavigationPa...

RecalculateOnInvalidation

type: TEnumAsByte<EN...

SharedPath

type: FNavPathSharedP...


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


className: UNavigationPathGenerator

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


code: virtual [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) * CreateAndConfigureNavigationSystem ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) const


code: virtual void PostInitProperties()


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

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


code: void UpdateWithNavSysCDO ( const [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSysCDO )


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


className: UNavigationSystemModuleConfig

description: UNavigationSystemModuleConfig.

code: class UNavigationSystemModuleConfig : public [UNavigationSystemConfig](API\Runtime\Engine\AI\UNavigationSystemConfig)

bAutoSpawnMissingNavData

type: uint32:  1

bStrictlyStatic

description: Whether at game runtime we expect any kind of dynamic navigation generation

type: friend


description: Removes query indicated by given ID from queue of path finding requests to process.

code: void AbortAsyncFindPathRequest ( uint32 AsynPathQueryID )


description: Adds given request to requests queue. Note it's to be called only on game thread only

code: void AddAsyncQuery ( const [FAsyncPathFindingQuery](API\Runtime\NavigationSystem\FAsyncPathFindingQuery) & Query )


code: void AddDirtyArea ( const FBox & NewArea, int32 Flags, const [FName](API\Runtime\Core\UObject\FName) & DebugReason )


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


code: void AddDirtyAreas ( const [TArray](API\Runtime\Core\Containers\TArray)< FBox > & NewAreas, int32 Flags, const [FName](API\Runtime\Core\UObject\FName) & DebugReason )


description: Adds given element to NavOctree. No check for owner's validity are performed, nor its presence in NavOctree - function assumes callee responsibility in this regard

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


description: Add BSP collision data to navigation octree

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


description: Called during ConditionalPopulateNavOctree and gives subclassess a chance to influence what gets added

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


description: Adds data to RegisteredNavBounds

code: void AddNavigationBounds ( const [FNavigationBounds](API\Runtime\Engine\AI\Navigation\FNavigationBounds) & NewBounds )


description: Adds navigation bounds update request to a pending list

code: void AddNavigationBoundsUpdateRequest ( const [FNavigationBoundsUpdateRequest](API\Runtime\Engine\AI\Navigation\FNavigationBoundsUpdateRequest) & UpdateRequest )


code: void AddNavigationBuildLock ( uint8 Flags )


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


code: void AddNavigationUpdateLock ( uint8 Flags )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Called when there's a need to extend current navigation system's config with information in NewConfig

code: virtual void AppendConfig ( const [UNavigationSystemConfig](API\Runtime\Engine\AI\UNavigationSystemConfig) & NewConfig )


code: void ApplySupportedAgentsFilter()


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


className: bIsPIEActive

code: static bool bIsPIEActive = false;


className: bNavigationAutoUpdateEnabled

description: Whether seamless navigation building is enabled

code: static bool bNavigationAutoUpdateEnabled = true;


className: bStaticRuntimeNavigation

code: static bool bStaticRuntimeNavigation = false;


description: Triggers navigation building on all eligible navigation data.

code: virtual void Build()


className: bUpdateNavOctreeOnComponentChange

code: static bool bUpdateNavOctreeOnComponentChange = true;


code: void CalcTimeSlicedUpdateData ( [TArray](API\Runtime\Core\Containers\TArray)< double > & OutCurrentTimeSlicedBuildTaskDurations, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutIsTimeSlicingArray, bool & bOutAnyNonTimeSlicedGenerators, [TArray](API\Runtime\Core\Containers\TArray)< int32, TInlineAllocator< 8 >> & OutNumTimeSlicedRemainingBuildTasksArray )


description: Cancels all currently running navigation builds

code: virtual void CancelBuild()


description: Checks if dirty navigation data can rebuild itself

code: bool CanRebuildDirtyNavigation() const


description: Called uponUWorlddestruction to release what needs to be released

code: virtual void CleanUp ( const [FNavigationSystem::ECleanupMode](API\Runtime\Engine\AI\FNavigationSystem__ECleanupMode) Mode )


description: Removes all navoctree entries for actor and its components

code: static void ClearNavOctreeAll ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Return a Bounding Box containing the navlink points

code: static FBox ComputeCustomLinkBounds ( const [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) & CustomLink )


code: virtual FBox ComputeNavDataBounds() const


description:
Called in places where we need to spawn the NavOctree, but is checking additional conditions if we really want to do that depending on navigation data setup among others
true if NavOctree instance has been created, or if one is already present


code: virtual void Configure ( const [UNavigationSystemConfig](API\Runtime\Engine\AI\UNavigationSystemConfig) & Config )


description: Call with bEnableStatic == true to signal the NavigationSystem it doesn't need to store any navigation-generation-related data at game runtime, because nothing is going to use it anyway. This will short-circuit all code related to navmesh rebuilding, so use it only if you have fully static navigation in your game. bEnableStatic = false will reset the mechanism. Note: this is not a runtime switch. It's highly advisable not to call it manually and useUNavigationSystemModuleConfig.bStrictlyStaticinstead

code: static void ConfigureAsStatic ( bool bEnableStatic )


description: Called to instantiate NavigationSystem's NavOctree instance

code: virtual void ConstructNavOctree()


code: virtual bool ContainsNavData ( const FBox & Bounds ) const


description: Spawn new crowd manager

code: virtual void CreateCrowdManager()


description: Constructs a navigation data instance of specified NavDataClass, in passed Level for supplied NavConfig. If Level == null and bSpawnNavDataInNavBoundsLevel == true then the first volume actor in RegisteredNavBounds will be used to source the level. Otherwise the navdata instance will be spawned in NavigationSystem's world

code: virtual [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * CreateNavigationDataInstanceInLevel ( const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & NavConfig, [ULevel](API\Runtime\Engine\Engine\ULevel) * SpawnLevel )


code: static [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) * CreateNavigationSystem ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldOwner )


className: CustomLinkRegistrationSection


description: Debug

code: void CycleNavigationDataDrawn()


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


description: Prepare descriptions of navigation flags inUNavigationQueryFilterclass: using enum

code: void DescribeFilterFlags ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * FlagsEnum ) const


description: Prepare descriptions of navigation flags inUNavigationQueryFilterclass: using array

code: void DescribeFilterFlags ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FlagsDesc ) const


code: virtual void DestroyNavOctree()


description: Broadcasts completion delegate for all completed async pathfinding requests.

code: void DispatchAsyncQueriesResults ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAsyncPathFindingQuery](API\Runtime\NavigationSystem\FAsyncPathFindingQuery) > & PathFindingQueries ) const


code: static bool DoesPathIntersectBox ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * Path, const FBox & Box, uint32 StartingIndex, FVector * AgentExtent )


code: static bool DoesPathIntersectBox ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * Path, const FBox & Box, const FVector & AgentLocation, uint32 StartingIndex, FVector * AgentExtent )


description: Sets up SuportedAgents and NavigationDataCreators. Override it to add additional setup, but make sure to call Super implementation

code: virtual void DoInitialSetup()


className: ELockRemovalRebuildAction

code: enum ELockRemovalRebuildAction { Rebuild, RebuildIfNotInEditor, NoRebuild, }


className: ERegistrationResult

code: enum ERegistrationResult { RegistrationError, RegistrationFailed_DataPendingKill, RegistrationFailed_AgentAlreadySupported, RegistrationFailed_AgentNotValid, RegistrationFailed_NotSuitable, RegistrationSuccessful, }


className: EOctreeUpdateMode

description: EOctreeUpdateMode is deprecated. UseFNavigationOctreeController::EOctreeUpdateModeinstead.

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


className: ExecHandler

description: Self-registering exec command to handle nav sys console commands


description:
Fills a mask indicating which navigation data associated to the supported agent mask are already instantiated.
Number of instantiated navigation data.

code: uint8 FillInstantiatedDataMask ( [TBitArray](API\Runtime\Core\Containers\TBitArray)<> & OutInstantiatedMask, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


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


description: Find all elements in navigation octree within given box (intersection)

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


description:
Asynchronously looks for a path from  to  for agent with properties . NavData actor appropriate for specifiedFNavAgentPropertieswill be found automatically
request ID

code: uint32 FindPathAsync ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) Query, const FNavPathQueryDelegate & ResultDelegate, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode )


description: Does a simple path finding from  to  on specified NavData. If none passed MainNavData will be used Result gets placed in ResultPath

code: [FPathFindingResult](API\Runtime\NavigationSystem\FPathFindingResult) FindPathSync ( [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) Query, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode )


description: Synchronously looks for a path from  to  for agent with properties . NavData actor appropriate for specifiedFNavAgentPropertieswill be found automatically

code: [FPathFindingResult](API\Runtime\NavigationSystem\FPathFindingResult) FindPathSync ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) Query, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode )


description: Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node

code: static [UNavigationPath](API\Runtime\NavigationSystem\UNavigationPath) * FindPathToActorSynchronously ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & PathStart, [AActor](API\Runtime\Engine\GameFramework\AActor) * GoalActor, float TetherDistance, [AActor](API\Runtime\Engine\GameFramework\AActor) * PathfindingContext, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


description: Finds path instantly, in a FindPath Synchronously.

code: static [UNavigationPath](API\Runtime\NavigationSystem\UNavigationPath) * FindPathToLocationSynchronously ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & PathStart, const FVector & PathEnd, [AActor](API\Runtime\Engine\GameFramework\AActor) * PathfindingContext, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


className: FOnNavigationDirty

description: Delegate type for events that dirty the navigation data ( Params: const FBox& DirtyBounds )

code: typedef TMulticastDelegate_OneParam< void, const FBox & > FOnNavigationDirty


description: Searches for all valid navigation bounds in the world and stores them

code: virtual void GatherNavigationBounds()


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


code: static const [FNavDataConfig](API\Runtime\Engine\AI\Navigation\FNavDataConfig) & GetBiggestSupportedAgent ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description:
A helper function that gathers all actors attached to RootActor and fetches them back. The function does consider multi-level attachments.
the number of unique attached actors

code: static int32 GetAllAttachedActors ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & RootActor, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutAttachedActors )


code: [UCrowdManagerBase](API\Runtime\NavigationSystem\UCrowdManagerBase) * GetCrowdManager() const


code: static [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Deprecated* LinkIds are now based onFNavLinkIdcall the version of this function that takesFNavLinkId. This function only returns nullptr.

code: [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * GetCustomLink ( uint32 UniqueLinkId ) const


description: Find custom link by unique ID

code: [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * GetCustomLink ( [FNavLinkId](API\Runtime\Engine\AI\Navigation\FNavLinkId) UniqueLinkId ) const


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


description: Returns the world default navigation data instance. Creates one if it doesn't exist.

code: [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetDefaultNavDataInstance ( [FNavigationSystem::ECreateIfMissing](API\Runtime\NavigationSystem\FNavigationSystem__ECreateIfMiss-) CreateNewIfNoneFound )


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


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


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationInvokerRaw](API\Runtime\NavigationSystem\FNavigationInvokerRaw) > & GetInvokerLocations() const


description: Checks if auto-rebuilding navigation data is enabled. Defaults to bNavigationAutoUpdateEnabled value, but can be overridden per nav sys instance

code: virtual bool GetIsAutoUpdateEnabled() const


code: FBox GetLevelBounds ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) const


description: Returns the world default navigation data instance.

code: virtual [INavigationDataInterface](API\Runtime\Engine\AI\Navigation\INavigationDataInterface) * GetMainNavData() const


code: [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & GetMainNavDataChecked() const


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


description: Fetch the array of all nav-agent properties.

code: void GetNavAgentPropertiesArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) > & OutNavAgentProperties ) const


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


description: Goes through all registered NavigationData instances and retrieves the one supporting agent named AgentName

code: virtual [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavDataForAgentName ( const [FName](API\Runtime\Core\UObject\FName) AgentName ) const


description: Looks for NavData generated for specified movement properties and returns it. NULL if not found;

code: virtual [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavDataForProps ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties )


description: Looks for NavData generated for specified movement properties and returns it. NULL if not found; Const version.

code: virtual const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavDataForProps ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties ) const


description: Looks up NavData appropriate for specified movement properties and returns it. NULL if not found; This is the encouraged way of querying for the appropriate NavData. It makes no difference for NavigationSystemV1 (AgentLocation and Extent parameters not being used) but NaV2 will take advantage of it and all engine-level AI navigation code is going to use call this flavor.

code: virtual [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavDataForProps ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & AgentProperties, const FVector & AgentLocation, const FVector & Extent ) const


description: pointer toANavigationDatainstance of given ID, or NULL if it was not found. Note it looks only through registered navigation data

code: [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavDataWithID ( const uint16 NavDataID ) const


code: virtual FBox GetNavigableWorldBounds() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FNavigationBounds](API\Runtime\Engine\AI\Navigation\FNavigationBounds) > & GetNavigationBounds() const


code: virtual int GetNavigationBoundsForNavData ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [TArray](API\Runtime\Core\Containers\TArray)< FBox > & OutBounds, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) const


description: Blueprint functions.

code: static [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) * GetNavigationSystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


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


description: Read element data from navigation octree

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


code: int32 GetNumDirtyAreas() const


description: Used to display "navigation building in progress" counter

code: int32 GetNumRemainingBuildTasks() const


description: Number of currently running tasks

code: int32 GetNumRunningBuildTasks() const


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


code: void GetOnScreenMessages ( [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FCoreDelegates::EOnScreenMessageSeverity](API\Runtime\Core\Misc\FCoreDelegates\EOnScreenMessageSeverity), [FText](API\Runtime\Core\Internationalization\FText) > & OutMessages )


description: Calculates a path from PathStart to PathEnd and retrieves its cost.  potentially expensive, so use it with caution

code: [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathCost ( const FVector & PathStart, const FVector & PathEnd, float & PathCost, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


code: [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathCost ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & PathCost, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


description: Potentially expensive. Use with caution. Consider usingUPathFollowingComponent::GetRemainingPathCostinstead

code: static [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathCost ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & PathStart, const FVector & PathEnd, float & PathCost, [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


code: static [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathCost ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & PathStart, const FVector & PathEnd, double & PathCost, [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


description: Calculates a path from PathStart to PathEnd and retrieves its overestimated length.  potentially expensive, so use it with caution

code: [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathLength ( const FVector & PathStart, const FVector & PathEnd, float & PathLength, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


code: [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathLength ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & PathLength, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


description: Potentially expensive. Use with caution

code: static [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathLength ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & PathStart, const FVector & PathEnd, float & PathLength, [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


description: Potentially expensive. Use with caution

code: static [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathLength ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & PathStart, const FVector & PathEnd, double & PathLength, [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )


description: Calculates a path from PathStart to PathEnd and retrieves its overestimated length and cost.  potentially expensive, so use it with caution

code: [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathLengthAndCost ( const FVector & PathStart, const FVector & PathEnd, float & PathLength, float & PathCost, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


code: [ENavigationQueryResult::Type](API\Runtime\Engine\AI\Navigation\ENavigationQueryResult__Type) GetPathLengthAndCost ( const FVector & PathStart, const FVector & PathEnd, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & PathLength, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & PathCost, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


description:
Finds random, point in navigable space restricted to Radius around Origin. Resulting location is not tested for reachability from the Origin
true if any location found, false otherwise

code: bool GetRandomPointInNavigableRadius ( const FVector & Origin, float Radius, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & ResultLocation, [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


description:
Finds random point in navigable space
true if any location found, false otherwise

code: bool GetRandomPoint ( [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & ResultLocation, [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter )


description: Return "Strongest" runtime generation type required by registered navigation data objects Depends on runtime generation settings of each navigation data, always ERuntimeGenerationType::Dynamic in the editor world


description:
Finds random, reachable point in navigable space restricted to Radius around Origin
true if any location found, false otherwise

code: bool GetRandomReachablePointInRadius ( const FVector & Origin, float Radius, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & ResultLocation, [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, FSharedConstNavQueryFilter QueryFilter ) const


description: Find index in SupportedAgents array for given navigation data

code: int32 GetSupportedAgentIndex ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData ) const


description: Find index in SupportedAgents array for agent type

code: int32 GetSupportedAgentIndex ( const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & NavAgent ) const


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


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: bool HandleCountNavMemCommand()


code: FBox GetWorldBounds() const


description: Exec command handlers

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