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23 results for "navigation"

class
UNavigationSystemV1 NavigationSystem

The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.

function
UNavigationSystemV1::GetRandomReachablePointInRadius NavigationSystem

Returns a random NavMesh point that is reachable from Origin within the given radius.

function
UActorComponent::CanEverAffectNavigation Engine

Returns whether this component can potentially influence the navigation system.

function
AAIController::GetDefaultNavigationFilterClass AIModule

Returns the navigation query filter class assigned to this controller.

function
AActor::IsComponentRelevantForNavigation Engine

Override to control whether a specific owned component contributes geometry to the navigation mesh.

function
UActorComponent::IsNavigationRelevant Engine

Override to indicate that this component actively contributes navigation data.

function
APawn::SetCanAffectNavigationGeneration Engine

Controls whether this pawn instance participates in runtime navmesh generation.

function
UActorComponent::SetCanEverAffectNavigation Engine

Sets the `bCanEverAffectNavigation` flag and updates the navigation octree if needed.

function
ACharacter::UpdateNavigationRelevance Engine

Notifies the navigation system whether this Character should be considered for dynamic obstacle/agent registration.

function
APawn::UpdateNavigationRelevance Engine

Override to propagate the `bCanAffectNavigationGeneration` flag to the relevant components when it changes at runtime.

function
ACharacter::GetNavAgentLocation Engine

Returns the world-space location used by the navigation system to represent this character's position.

function
APawn::GetNavAgentLocation Engine

Returns the pawn's location as seen by the navigation system — the actor location offset downward by BaseEyeHeight.

function
APawn::GetNavAgentPropertiesRef Engine

Returns the nav agent properties (agent radius, height, step height, etc.

function
AAIController::GetPathFollowingAgent AIModule

Returns a pointer to the IPathFollowingAgentInterface implementation — in practice, the PathFollowingComponent cast to that interface.

function
UGameplayStatics::OpenLevelBySoftObjectPtr Engine

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.

function
APawn::PostInitializeComponents Engine

Called after all components have been initialized.

function
APawn::PostRegisterAllComponents Engine

Called after all components have been registered, but before BeginPlay.

function
AAIController::PreparePathfinding AIModule deprecated

Deprecated since UE 4.

function
AAIController::ShouldPostponePathUpdates AIModule

Returns true when the navigation system should defer recalculating this agent's path.

function
UAIBlueprintHelperLibrary::SimpleMoveToActor AIModule

Instructs a controller's pawn to move toward an actor using the navigation system.

function
UAIBlueprintHelperLibrary::SimpleMoveToLocation AIModule

Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.

class
UWorld Engine

The top-level game world object.

function
APawn::UpdateNavAgent Engine

Refreshes the `MovementComponent`'s nav agent properties so the navigation system uses the pawn's current collision extents and step-height settings.