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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <NavigationTypes.h>
Public Member Functions | |
| FNavLinkId ()=default | |
| FNavLinkId (uint64 InId) | |
| bool | IsValid () const |
| bool | operator== (const FNavLinkId &Other) const |
| bool | operator!= (const FNavLinkId &Other) const |
| uint64 | GetId () const |
| void | SetId (uint64 InId) |
| bool | IsLegacyId () const |
Static Public Member Functions | |
| static ENGINE_API FNavLinkId | GenerateUniqueId () |
| static ENGINE_API FNavLinkId | GenerateUniqueId (FNavLinkAuxiliaryId AuxiliaryId, FGuid ActorInstanceGuid) |
Static Public Attributes | |
| static ENGINE_API const FNavLinkId | Invalid = FNavLinkId() |
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| uint32 | GetTypeHash (FNavLinkId const &Value) |
NavLink Id type. Legacy Ids were generated using the incremental ID system which has been deprecated but will be supported for quite some time. The new system uses CityHash using GenerateUniqueId() Only NavLinks generated this way should have the most significant bit of the id set to 1.
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Helper function: returns unique ID number for custom links.
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Helper function: returns unique ID number for custom links.
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New non Legacy NavLinkIds have the most significant bit set to 1. Only Id's formed from GenerateUniqueId() should have the most significant bit set to 1. We should only see extremely rare clashes here anyway with 63 bits for the city hash in the sort of number of CustomLinks we are likely to have and there is a system in place to handle this for dynamic meshes at run time. For static meshes the AuxiliaryId / ActorInstanceGuid will need to be generated again in the editor (probably easiest by deleting and readding the actor / component in the editor at the moment).
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