11 results for "geometry" in property
Position of the geometry in absolute space, equivalent to the translation of the accumulated layout transform.
Scale in absolute space, equivalent to the scale component of the accumulated layout transform.
Size of the geometry in local space.
Maximum distance simulated proxies are allowed to depenetrate per step when resolving overlaps with world geometry, as opposed to other pawns.
Maximum depenetration distance applied to overlaps with world geometry (not Pawns) specifically when the character is a simulated proxy, used instead of MaxDepenetrationWithGeometry in that case.
Scale of the capsule's total height used for the downward trace distance when projecting a NavWalking character from the nav mesh down onto the underlying geometry.
Scale of the capsule's total height used to start the upward trace when projecting a NavWalking character from the nav mesh down onto the underlying geometry.
Sets how often, in seconds, NavWalking characters raycast from the nav mesh down to the underlying geometry to keep their visual position matched to the floor.
Internal countdown timer that tracks when the next NavMesh-to-geometry projection raycast should fire while NavWalking.
Shrinks a simulated proxy's collision capsule half-height by this amount, compensating for network rounding error that could otherwise cause the proxy to visibly encroach into geometry.
Shrinks a simulated proxy's collision capsule radius by this amount, compensating for network rounding error that could otherwise cause the proxy to visibly encroach into geometry.