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Engine.NavigationPoint

Extends
Actor
Modifiers
hidecategories ( Lighting , LightColor , Force ) dependson ( ReachSpec ) native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint

Direct Known Subclasses:

CoverLink, CoverSlotMarker, DoorMarker, DynamicAnchor, Ladder, LiftCenter, LiftExit, Objective, PathNode, PickupFactory, PlayerStart, PortalMarker, Teleporter, UTDefensePoint, UTJumpPad, UTOnslaughtNodeTeleporter, UTTranslocatorDest, UTVehicleFactory

Constants Summary
INFINITE_PATH_COST=10000000
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
PawnAnchoredPawn
SpriteComponentBadSprite
boolbAlreadyVisited
boolbAlwaysUseStrafing
boolbAutoBuilt
boolbBlockable
boolbBuildLongPaths
boolbCanReach
boolbCanWalkOnToReach
boolbDestinationOnly
boolbEndPoint
intbestPathWeight
boolbFlyingPreferred
boolbForceNoStrafing
boolbHasCrossLevelPaths
boolbHideEditorPaths
boolbMayCausePain
boolbMustBeReachable
boolbMustTouchToReach
boolbNeverUseStrafing
boolbNoAutoConnect
boolbNotBased
boolbPathsChanged
boolbSourceOnly
boolbSpecialForced
boolbSpecialMove
boolbTransientEndPoint
intCost
CylinderComponentCylinderComponent
array<NavReference>EditorForcedPaths
array<NavReference>EditorProscribedPaths
intFearCost
SpriteComponentGoodSprite
DroppedPickupInventoryCache
floatInventoryDist
floatLastAnchoredPawnTime
floatLastDetourWeight
NavigationOctreeObjectNavOctreeObject
ObjectiveNearestObjective
NavigationPointnextNavigationPoint
NavigationPointnextOrdered
floatObjectiveDistance
intPathCost
NavigationPointpreviousPath
NavigationPointprevOrdered
intTransientCost
intvisitedWeight
NavigationPoint
boolbBlocked
boolbMakeSourceOnly
boolbOneWayPath
boolbVehicleDestination
intExtraCost
CylinderMaxPathSize
guidNavGuid
intNetworkID
array<ReachSpec>PathList
array<Volume>VolumeList
VehicleUsage
boolbBlockedForVehicles
boolbPreferredVehiclePath
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
NavigationOctreeObject
BoundingBox, BoxCenter, OctreeNode, Owner, OwnerType
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
eventbool Accept (actor Incoming, actor Source ))
functionbool CanTeleport (Actor A)
eventfloat DetourWeight (Pawn Other, loat PathWeight)
functionbool GetAllNavInRadius (Actor ChkActor, Vector ChkPoint, float Radius, out array<NavigationPoint> out_NavList, optional bool bSkipBlocked, optional int inNetworkID=-1, optional Cylinder MinSize)
function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) con)
functionNavigationPoint GetNearestNavToActor (Actor ChkActor, optional class<NavigationPoint> RequiredClass, ptional array<NavigationPoint> ExcludeList, ptional float MinDist))
functionNavigationPoint GetNearestNavToPoint (Actor ChkActor, ector ChkPoint, optional class<NavigationPoint> RequiredClass, ptional array<NavigationPoint> ExcludeList))
functionReachSpec GetReachSpecTo (NavigationPoint Nav)
functionbool IsAvailableTo (Actor chkActor))
functionbool OnMatchingNetworks (NavigationPoint Nav ))
function OnToggle (SeqAct_Toggle inAction))
functionbool ProceedWithMove (Pawn Other))
eventint SpecialCost (Pawn Seeker, ReachSpec Path)
eventbool SuggestMovePreparation (Pawn Other ))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Constants Detail

INFINITE_PATH_COST Source code

const INFINITE_PATH_COST = 10000000;


Variables Detail

AnchoredPawn Source code

var transient Pawn AnchoredPawn;
Pawn that is currently anchor to this navigation point

BadSprite Source code

var const SpriteComponent BadSprite;
Used to draw bad collision intersection in editor

bAlreadyVisited Source code

var transient bool bAlreadyVisited;

bAlwaysUseStrafing Source code

var bool bAlwaysUseStrafing;

bAutoBuilt Source code

var const bool bAutoBuilt;

bBlockable Source code

var bool bBlockable;

bBuildLongPaths Source code

var bool bBuildLongPaths;
if true, attempt to build long range (> MAXPATHDIST) paths to/from this node

bCanReach Source code

var transient bool bCanReach;

bCanWalkOnToReach Source code

var bool bCanWalkOnToReach;
whether walking on (being based on) this NavigationPoint counts as reaching it

bDestinationOnly Source code

var bool bDestinationOnly;

bEndPoint Source code

var transient bool bEndPoint;

bestPathWeight Source code

var const int bestPathWeight;

bFlyingPreferred Source code

var bool bFlyingPreferred;

bForceNoStrafing Source code

var const bool bForceNoStrafing;

bHasCrossLevelPaths Source code

var const bool bHasCrossLevelPaths;
Does this nav point point to others in separate levels?

bHideEditorPaths Source code

var transient bool bHideEditorPaths;

bMayCausePain Source code

var bool bMayCausePain;

bMustBeReachable Source code

var bool bMustBeReachable;

bMustTouchToReach Source code

var bool bMustTouchToReach;

bNeverUseStrafing Source code

var bool bNeverUseStrafing;

bNoAutoConnect Source code

var bool bNoAutoConnect;

bNotBased Source code

var const bool bNotBased;

bPathsChanged Source code

var const bool bPathsChanged;

bSourceOnly Source code

var bool bSourceOnly;

bSpecialForced Source code

var bool bSpecialForced;

bSpecialMove Source code

var bool bSpecialMove;

bTransientEndPoint Source code

var transient bool bTransientEndPoint;

Cost Source code

var int Cost;

CylinderComponent Source code

var CylinderComponent CylinderComponent;

EditorForcedPaths Source code

var duplicatetransient array<NavReference> EditorForcedPaths;
List of navigation points to force paths to be built to

EditorProscribedPaths Source code

var duplicatetransient array<NavReference> EditorProscribedPaths;
List of navigation points to prevent paths being built to

FearCost Source code

var transient int FearCost;

GoodSprite Source code

var const SpriteComponent GoodSprite;
Normal editor sprite

InventoryCache Source code

var DroppedPickup InventoryCache;

InventoryDist Source code

var float InventoryDist;

LastAnchoredPawnTime Source code

var transient float LastAnchoredPawnTime;
Last time a pawn was anchored to this navigation point - set when Pawn chooses a new anchor

LastDetourWeight Source code

var const float LastDetourWeight;

NavOctreeObject Source code

var native transient const NavigationOctreeObject NavOctreeObject;
templated accessor to Owner, to avoid casting for common cases @note T must be UObject or a subclass, or this function will not compile

NearestObjective Source code

var Objective NearestObjective;

nextNavigationPoint Source code

var const private NavigationPoint nextNavigationPoint;

nextOrdered Source code

var const NavigationPoint nextOrdered;

ObjectiveDistance Source code

var float ObjectiveDistance;

PathCost Source code

var transient int PathCost;

previousPath Source code

var const NavigationPoint previousPath;

prevOrdered Source code

var const NavigationPoint prevOrdered;

TransientCost Source code

var transient int TransientCost;

visitedWeight Source code

var int visitedWeight;

NavigationPoint

bBlocked Source code

var(NavigationPoint) bool bBlocked;

bMakeSourceOnly Source code

var(NavigationPoint) bool bMakeSourceOnly;

bOneWayPath Source code

var(NavigationPoint) bool bOneWayPath;

bVehicleDestination Source code

var(NavigationPoint) bool bVehicleDestination;

ExtraCost Source code

var(NavigationPoint) int ExtraCost;

MaxPathSize Source code

var(NavigationPoint) editconst const Cylinder MaxPathSize;
path size of the largest ReachSpec in this node's PathList

NavGuid Source code

var(NavigationPoint) editconst const duplicatetransient guid NavGuid;
GUID used for linking paths across levels

NetworkID Source code

var(NavigationPoint) editconst const int NetworkID;
Which navigation network does this navigation point connect to?

PathList Source code

var(NavigationPoint) editinline const editconst duplicatetransient array<ReachSpec> PathList;

VolumeList Source code

var(NavigationPoint) const editconst array<Volume> VolumeList;
List of volumes containing this navigation point relevant for gameplay

VehicleUsage

bBlockedForVehicles Source code

var(VehicleUsage) bool bBlockedForVehicles;
indicates vehicles cannot use this node

bPreferredVehiclePath Source code

var(VehicleUsage) bool bPreferredVehiclePath;
vehicles with bUsePreferredVehiclePaths set (large vehicles, usually) will prioritize using these nodes


Structures Detail

NavigationOctreeObject Source code

struct NavigationOctreeObject
{
var Box BoundingBox;
var vector BoxCenter;
var native transient const pointer OctreeNode;
var noexport const Object Owner;
var noexport const byte OwnerType;
};
structure for inserting things into the navigation octree
BoundingBox:
the bounding box to use
BoxCenter:
cached center of that box
OctreeNode:
if this object is in the octree, pointer to the node it's in, otherwise NULL
Owner:
UObject that owns the entry in the octree
OwnerType:
bitfield representing common classes of Owner so we can avoid casts


Functions Detail

Accept Source code

event bool Accept ( actor Incoming, actor Source ) )

CanTeleport Source code

native function bool CanTeleport ( Actor A )
returns whether this NavigationPoint is a teleporter that can teleport the given Actor

DetourWeight Source code

event float DetourWeight ( Pawn Other,float PathWeight )

GetAllNavInRadius Source code

static native final function bool GetAllNavInRadius ( Actor ChkActor, Vector ChkPoint, float Radius, out array<NavigationPoint> out_NavList, optional bool bSkipBlocked, optional int inNetworkID=-1, optional Cylinder MinSize )
Returns all navigation points near the ChkPoint specified by Radius.

GetBoundingCylinder Source code

native const function GetBoundingCylinder ( out float CollisionRadius, out float CollisionHeight) con )

GetNearestNavToActor Source code

static final function NavigationPoint GetNearestNavToActor ( Actor ChkActor, optional class<NavigationPoint> RequiredClass,optional array<NavigationPoint> ExcludeList,optional float MinDist) )
Returns the nearest valid navigation point to the given actor.

GetNearestNavToPoint Source code

static final function NavigationPoint GetNearestNavToPoint ( Actor ChkActor,vector ChkPoint, optional class<NavigationPoint> RequiredClass,optional array<NavigationPoint> ExcludeList) )
Returns the nearest valid navigation point to the given point.

GetReachSpecTo Source code

native final function ReachSpec GetReachSpecTo ( NavigationPoint Nav )

IsAvailableTo Source code

function bool IsAvailableTo ( Actor chkActor) )
Returns true if this point is available for chkActor to move to, allowing nodes to control availability.

OnMatchingNetworks Source code

simulated function bool OnMatchingNetworks ( NavigationPoint Nav ) )

OnToggle Source code

function OnToggle ( SeqAct_Toggle inAction) )
Toggle the blocked state of a navigation point.

ProceedWithMove Source code

function bool ProceedWithMove ( Pawn Other) )

SpecialCost Source code

event int SpecialCost ( Pawn Seeker, ReachSpec Path )

SuggestMovePreparation Source code

event bool SuggestMovePreparation ( Pawn Other ) )


Defaultproperties

defaultproperties
{
   bMayCausePain=True
   bMustTouchToReach=True
   bBuildLongPaths=True
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent'
      CollisionHeight=50.000000
      CollisionRadius=50.000000
      Name="CollisionCylinder"
      ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
      Sprite=Texture2D'EngineResources.S_NavP'
      HiddenGame=True
      AlwaysLoadOnClient=False
      AlwaysLoadOnServer=False
      Name="Sprite"
      ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'Engine.Default__SpriteComponent'
      Sprite=Texture2D'EditorResources.Bad'
      HiddenGame=True
      HiddenEditor=True
      AlwaysLoadOnClient=False
      AlwaysLoadOnServer=False
      Scale=0.250000
      Name="Sprite2"
      ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
   End Object
   BadSprite=Sprite2
   NetworkID=-1
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__ArrowComponent'
      ArrowColor=(B=255,G=200,R=150,A=255)
      ArrowSize=0.500000
      Name="Arrow"
      ObjectArchetype=ArrowComponent'Engine.Default__ArrowComponent'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__PathRenderingComponent'
      Name="PathRenderer"
      ObjectArchetype=PathRenderingComponent'Engine.Default__PathRenderingComponent'
   End Object
   Components(4)=PathRenderer
   bStatic=True
   bNoDelete=True
   bCollideWhenPlacing=True
   CollisionComponent=CollisionCylinder
   Name="Default__NavigationPoint"
   ObjectArchetype=Actor'Engine.Default__Actor'
}

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Creation time: sk 18-3-2018 10:00:39.915 - Created with UnCodeX