28 results for "navigation"
The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.
Returns a random NavMesh point that is reachable from Origin within the given radius.
Returns whether this component can potentially influence the navigation system.
Returns the navigation query filter class assigned to this controller.
Override to control whether a specific owned component contributes geometry to the navigation mesh.
Override to indicate that this component actively contributes navigation data.
Returns the UI navigation action (Accept, Back, or Invalid) mapped to this key by Slate's navigation config.
Returns the UI navigation action (Accept, Back, or Invalid) corresponding to the key in this key event, or Invalid if no mapping exists.
Returns the directional UI navigation value corresponding to an analog input event, such as a gamepad stick pushed past the navigation threshold.
Returns the directional UI navigation value (Up, Down, Left, Right, Next, Previous, or Invalid) corresponding to the key in this key event.
Controls whether this pawn instance participates in runtime navmesh generation.
Sets the `bCanEverAffectNavigation` flag and updates the navigation octree if needed.
Notifies the navigation system whether this Character should be considered for dynamic obstacle/agent registration.
Override to propagate the `bCanAffectNavigationGeneration` flag to the relevant components when it changes at runtime.
Initializes movement-simulation state (such as cached navigation and prediction data) once the component's owning actor has begun play.
Returns the world-space location used by the navigation system to represent this character's position.
Returns the pawn's location as seen by the navigation system — the actor location offset downward by BaseEyeHeight.
Returns the nav agent properties (agent radius, height, step height, etc.
Returns a pointer to the IPathFollowingAgentInterface implementation — in practice, the PathFollowingComponent cast to that interface.
Performs a full level travel to a world asset specified by a soft object pointer, offering type-safe level navigation compared to the name-based OpenLevel.
Called after all components have been initialized.
Called after all components have been registered, but before BeginPlay.
Deprecated since UE 4.
Returns true when the navigation system should defer recalculating this agent's path.
Instructs a controller's pawn to move toward an actor using the navigation system.
Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.
The top-level game world object.
Refreshes the `MovementComponent`'s nav agent properties so the navigation system uses the pawn's current collision extents and step-height settings.