UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FNavigationPath Struct Reference

#include <NavigationData.h>

+ Inheritance diagram for FNavigationPath:

Public Member Functions

 DECLARE_MULTICAST_DELEGATE_TwoParams (FPathObserverDelegate, FNavigationPath *, ENavPathEvent::Type)
 
NAVIGATIONSYSTEM_API FNavigationPath ()
 
NAVIGATIONSYSTEM_API FNavigationPath (const TArray< FVector > &Points, AActor *Base=NULL)
 
virtual NAVIGATIONSYSTEM_API ~FNavigationPath ()
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS FNavigationPath (const FNavigationPath &)=default
 
FNavigationPathoperator= (const FNavigationPath &Other)=default
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS bool IsValid () const
 
bool IsUpToDate () const
 
bool IsReady () const
 
bool IsPartial () const
 
bool DidSearchReachedLimit () const
 
bool IsErrorStartLocationNonNavigable () const
 
bool IsErrorEndLocationNonNavigable () const
 
bool IsWaitingForRepath () const
 
void SetManualRepathWaiting (const bool bInWaitingForRepath)
 
bool ShouldUpdateStartPointOnRepath () const
 
bool ShouldUpdateEndPointOnRepath () const
 
FVector GetDestinationLocation () const
 
FPathObserverDelegateGetObserver ()
 
FDelegateHandle AddObserver (FPathObserverDelegate::FDelegate NewObserver)
 
void RemoveObserver (FDelegateHandle HandleOfObserverToRemove)
 
void MarkReady ()
 
void SetNavigationDataUsed (const ANavigationData *const NewData)
 
ANavigationDataGetNavigationDataUsed () const
 
void SetQuerier (const UObject *InQuerier)
 
const UObjectGetQuerier () const
 
void SetQueryData (const FPathFindingQueryData &QueryData)
 
FPathFindingQueryData GetQueryData () const
 
void SetIsPartial (const bool bPartial)
 
void SetSearchReachedLimit (const bool bLimited)
 
void SetErrorStartLocationNonNavigable (const bool bErrorNonNavigable)
 
void SetErrorEndLocationNonNavigable (const bool bErrorNonNavigable)
 
void SetFilter (FSharedConstNavQueryFilter InFilter)
 
FSharedConstNavQueryFilter GetFilter () const
 
AActorGetBaseActor () const
 
FVector GetStartLocation () const
 
FVector GetEndLocation () const
 
void DoneUpdating (ENavPathUpdateType::Type UpdateType)
 
double GetTimeStamp () const
 
void SetTimeStamp (double TimeStamp)
 
NAVIGATIONSYSTEM_API void Invalidate ()
 
NAVIGATIONSYSTEM_API void RePathFailed ()
 
virtual NAVIGATIONSYSTEM_API void ResetForRepath ()
 
NAVIGATIONSYSTEM_API void RemoveOverlappingPoints (const FVector &Tolerance)
 
virtual NAVIGATIONSYSTEM_API void DebugDraw (const ANavigationData *NavData, const FColor PathColor, class UCanvas *Canvas, const bool bPersistent, const float LifeTime, const uint32 NextPathPointIndex=0) const
 
virtual bool ContainsCustomLink (uint32 UniqueLinkId) const final
 
virtual NAVIGATIONSYSTEM_API bool ContainsCustomLink (FNavLinkId UniqueLinkId) const
 
virtual NAVIGATIONSYSTEM_API bool ContainsAnyCustomLink () const
 
virtual NAVIGATIONSYSTEM_API bool ContainsNode (NavNodeRef NodeRef) const
 
virtual FVector::FReal GetCostFromIndex (int32 PathPointIndex) const
 
virtual FVector::FReal GetCostFromNode (NavNodeRef PathNode) const
 
FVector::FReal GetCost () const
 
virtual NAVIGATIONSYSTEM_API FVector::FReal GetLengthFromPosition (FVector SegmentStart, uint32 NextPathPointIndex) const
 
FVector::FReal GetLength () const
 
const TArray< FNavPathPoint > & GetPathPoints () const
 
TArray< FNavPathPoint > & GetPathPoints ()
 
NAVIGATIONSYSTEM_API FBasedPosition GetPathPointLocation (uint32 Index) const
 
virtual NAVIGATIONSYSTEM_API bool DoesIntersectBox (const FBox &Box, uint32 StartingIndex=0, int32 *IntersectingSegmentIndex=NULL, FVector *AgentExtent=NULL) const
 
virtual NAVIGATIONSYSTEM_API bool DoesIntersectBox (const FBox &Box, const FVector &AgentLocation, uint32 StartingIndex=0, int32 *IntersectingSegmentIndex=NULL, FVector *AgentExtent=NULL) const
 
virtual NAVIGATIONSYSTEM_API FVector GetSegmentDirection (uint32 SegmentEndIndex) const
 
template<typename PathClass >
const PathClassCastPath () const
 
template<typename PathClass >
PathClassCastPath ()
 
NAVIGATIONSYSTEM_API void SetGoalActorObservation (const AActor &ActorToObserve, float TetherDistance)
 
void SetGoalActorTetherDistance (const float NewTetherDistace)
 
NAVIGATIONSYSTEM_API void DisableGoalActorObservation ()
 
NAVIGATIONSYSTEM_API void SetSourceActor (const AActor &InSourceActor)
 
const AActorGetSourceActor () const
 
const INavAgentInterfaceGetSourceActorAsNavAgent () const
 
FVector GetLastRepathGoalLocation () const
 
NAVIGATIONSYSTEM_API void UpdateLastRepathGoalLocation ()
 
double GetLastUpdateTime () const
 
float GetGoalActorTetherDistance () const
 
void EnableRecalculationOnInvalidation (bool bShouldAutoUpdate)
 
bool WillRecalculateOnInvalidation () const
 
void SetIgnoreInvalidation (bool bShouldIgnore)
 
bool GetIgnoreInvalidation () const
 
NAVIGATIONSYSTEM_API EPathObservationResult::Type TickPathObservation ()
 
NAVIGATIONSYSTEM_API FVector GetGoalLocation () const
 
NAVIGATIONSYSTEM_API FVector GetPathFindingStartLocation () const
 
const AActorGetGoalActor () const
 
const INavAgentInterfaceGetGoalActorAsNavAgent () const
 
- Public Member Functions inherited from TSharedFromThis< FNavigationPath, ESPMode::ThreadSafe >
TSharedRef< FNavigationPath, Mode > AsShared ()
 
TSharedRef< FNavigationPath const, Mode > AsShared () const
 
TSharedRef< SubobjectType, Mode > AsSharedSubobject (SubobjectType *SubobjectPtr) const
 
TWeakPtr< FNavigationPath, Mode > AsWeak ()
 
TWeakPtr< FNavigationPath const, Mode > AsWeak () const
 
TWeakPtr< SubobjectType, Mode > AsWeakSubobject (SubobjectType *SubobjectPtr) const
 
void UpdateWeakReferenceInternal (TSharedPtr< SharedPtrType, SharedPtrMode > const *InSharedPtr, OtherType *InObject) const
 
void UpdateWeakReferenceInternal (TSharedRef< SharedRefType, SharedPtrMode > const *InSharedRef, OtherType *InObject) const
 
UE_FORCEINLINE_HINT bool DoesSharedInstanceExist () const
 

Static Public Member Functions

static bool GetPathPoint (const FNavigationPath *Path, uint32 PathVertIdx, FNavPathPoint &PathPoint)
 

Public Attributes

TArray< NavNodeRefShortcutNodeRefs
 

Protected Member Functions

virtual void OnPathUpdated (ENavPathUpdateType::Type UpdateType)
 
- Protected Member Functions inherited from TSharedFromThis< FNavigationPath, ESPMode::ThreadSafe >
 TSharedFromThis ()
 
 TSharedFromThis (TSharedFromThis const &)
 
UE_FORCEINLINE_HINT TSharedFromThisoperator= (TSharedFromThis const &)
 
 ~TSharedFromThis ()
 

Protected Attributes

TArray< FNavPathPointPathPoints
 
TWeakObjectPtr< AActorBase
 
FSharedConstNavQueryFilter Filter
 
FNavPathType PathType
 
FPathObserverDelegate ObserverDelegate
 
uint32 bUpToDate: 1
 
uint32 bIsReady: 1
 
uint32 bIsPartial: 1
 
uint32 bReachedSearchLimit: 1
 
uint32 bErrorStartLocationNonNavigable: 1 = false
 
uint32 bErrorEndLocationNonNavigable: 1 = false
 
uint32 bDoAutoUpdateOnInvalidation: 1
 
uint32 bIgnoreInvalidation: 1
 
uint32 bUpdateStartPointOnRepath: 1
 
uint32 bUpdateEndPointOnRepath: 1
 
uint32 bWaitingForRepath: 1
 
uint32 bUseOnPathUpdatedNotify: 1
 
uint32 bObservingGoalActor: 1
 
TWeakObjectPtr< ANavigationDataNavigationDataUsed
 
FPathFindingQueryData PathFindingQueryData
 
double LastUpdateTimeStamp
 

Static Protected Attributes

static NAVIGATIONSYSTEM_API const FNavPathType Type
 

Additional Inherited Members

- Static Protected Member Functions inherited from TSharedFromThis< FNavigationPath, ESPMode::ThreadSafe >
static UE_FORCEINLINE_HINT TSharedRef< OtherType, Mode > SharedThis (OtherType *ThisPtr)
 
static UE_FORCEINLINE_HINT TSharedRef< OtherType const, Mode > SharedThis (const OtherType *ThisPtr)
 

Constructor & Destructor Documentation

◆ FNavigationPath() [1/3]

FNavigationPath::FNavigationPath ( )

◆ FNavigationPath() [2/3]

FNavigationPath::FNavigationPath ( const TArray< FVector > &  Points,
AActor Base = NULL 
)

◆ ~FNavigationPath()

FNavigationPath::~FNavigationPath ( )
virtualdefault

◆ FNavigationPath() [3/3]

PRAGMA_DISABLE_DEPRECATION_WARNINGS FNavigationPath::FNavigationPath ( const FNavigationPath )
default

Member Function Documentation

◆ AddObserver()

FDelegateHandle FNavigationPath::AddObserver ( FPathObserverDelegate::FDelegate  NewObserver)
inline

◆ CastPath() [1/2]

template<typename PathClass >
PathClass * FNavigationPath::CastPath ( )
inline

◆ CastPath() [2/2]

template<typename PathClass >
const PathClass * FNavigationPath::CastPath ( ) const
inline

type safe casts

◆ ContainsAnyCustomLink()

bool FNavigationPath::ContainsAnyCustomLink ( ) const
virtual

check if path contains any custom nav link

Reimplemented in FNavMeshPath.

◆ ContainsCustomLink() [1/2]

bool FNavigationPath::ContainsCustomLink ( FNavLinkId  UniqueLinkId) const
virtual

Reimplemented in FNavMeshPath.

◆ ContainsCustomLink() [2/2]

virtual bool FNavigationPath::ContainsCustomLink ( uint32  UniqueLinkId) const
inlinefinalvirtual

check if path contains specific custom nav link

◆ ContainsNode()

bool FNavigationPath::ContainsNode ( NavNodeRef  NodeRef) const
virtual

check if path contains given node

Reimplemented in FNavMeshPath.

◆ DebugDraw()

void FNavigationPath::DebugDraw ( const ANavigationData NavData,
const FColor  PathColor,
class UCanvas Canvas,
const bool  bPersistent,
const float  LifeTime,
const uint32  NextPathPointIndex = 0 
) const
virtual

Reimplemented in FMetaNavMeshPath, and FNavMeshPath.

◆ DECLARE_MULTICAST_DELEGATE_TwoParams()

FNavigationPath::DECLARE_MULTICAST_DELEGATE_TwoParams ( FPathObserverDelegate  ,
FNavigationPath ,
ENavPathEvent::Type   
)

◆ DidSearchReachedLimit()

bool FNavigationPath::DidSearchReachedLimit ( ) const
inline

◆ DisableGoalActorObservation()

void FNavigationPath::DisableGoalActorObservation ( )

turns goal actor location's observation

◆ DoesIntersectBox() [1/2]

bool FNavigationPath::DoesIntersectBox ( const FBox Box,
const FVector AgentLocation,
uint32  StartingIndex = 0,
int32 IntersectingSegmentIndex = NULL,
FVector AgentExtent = NULL 
) const
virtual

checks if given path, starting from StartingIndex, intersects with given AABB box. This version uses AgentLocation as beginning of the path with segment between AgentLocation and path's StartingIndex-th node treated as first path segment to check

Reimplemented in FNavMeshPath.

◆ DoesIntersectBox() [2/2]

bool FNavigationPath::DoesIntersectBox ( const FBox Box,
uint32  StartingIndex = 0,
int32 IntersectingSegmentIndex = NULL,
FVector AgentExtent = NULL 
) const
virtual

checks if given path, starting from StartingIndex, intersects with given AABB box

Reimplemented in FNavMeshPath.

◆ DoneUpdating()

void FNavigationPath::DoneUpdating ( ENavPathUpdateType::Type  UpdateType)
inline

◆ EnableRecalculationOnInvalidation()

void FNavigationPath::EnableRecalculationOnInvalidation ( bool  bShouldAutoUpdate)
inline

if enabled path will request recalculation if it gets invalidated due to a change to underlying navigation

◆ GetBaseActor()

AActor * FNavigationPath::GetBaseActor ( ) const
inline

◆ GetCost()

FVector::FReal FNavigationPath::GetCost ( ) const
inline

◆ GetCostFromIndex()

virtual FVector::FReal FNavigationPath::GetCostFromIndex ( int32  PathPointIndex) const
inlinevirtual

get cost of path, starting from given point

Reimplemented in FMetaNavMeshPath, and FNavMeshPath.

◆ GetCostFromNode()

virtual FVector::FReal FNavigationPath::GetCostFromNode ( NavNodeRef  PathNode) const
inlinevirtual

get cost of path, starting from given node

Reimplemented in FNavMeshPath.

◆ GetDestinationLocation()

FVector FNavigationPath::GetDestinationLocation ( ) const
inline

◆ GetEndLocation()

FVector FNavigationPath::GetEndLocation ( ) const
inline

◆ GetFilter()

FSharedConstNavQueryFilter FNavigationPath::GetFilter ( ) const
inline

◆ GetGoalActor()

const AActor * FNavigationPath::GetGoalActor ( ) const
inline

◆ GetGoalActorAsNavAgent()

const INavAgentInterface * FNavigationPath::GetGoalActorAsNavAgent ( ) const
inline

◆ GetGoalActorTetherDistance()

float FNavigationPath::GetGoalActorTetherDistance ( ) const
inline

◆ GetGoalLocation()

FVector FNavigationPath::GetGoalLocation ( ) const

If GoalActor is set it retrieved its navigation location, if not retrieved last path point location

◆ GetIgnoreInvalidation()

bool FNavigationPath::GetIgnoreInvalidation ( ) const
inline

◆ GetLastRepathGoalLocation()

FVector FNavigationPath::GetLastRepathGoalLocation ( ) const
inline

◆ GetLastUpdateTime()

double FNavigationPath::GetLastUpdateTime ( ) const
inline

◆ GetLength()

FVector::FReal FNavigationPath::GetLength ( ) const
inline

◆ GetLengthFromPosition()

FVector::FReal FNavigationPath::GetLengthFromPosition ( FVector  SegmentStart,
uint32  NextPathPointIndex 
) const
virtual

calculates total length of segments from NextPathPoint to the end of path, plus distance from CurrentPosition to NextPathPoint

Reimplemented in FMetaNavMeshPath.

◆ GetNavigationDataUsed()

ANavigationData * FNavigationPath::GetNavigationDataUsed ( ) const
inline

◆ GetObserver()

FPathObserverDelegate & FNavigationPath::GetObserver ( )
inline

◆ GetPathFindingStartLocation()

FVector FNavigationPath::GetPathFindingStartLocation ( ) const

retrieved location to start path finding from (in case of path recalculation)

◆ GetPathPoint()

static bool FNavigationPath::GetPathPoint ( const FNavigationPath Path,
uint32  PathVertIdx,
FNavPathPoint PathPoint 
)
inlinestatic

◆ GetPathPointLocation()

FBasedPosition FNavigationPath::GetPathPointLocation ( uint32  Index) const

get based position of path point

◆ GetPathPoints() [1/2]

TArray< FNavPathPoint > & FNavigationPath::GetPathPoints ( )
inline

◆ GetPathPoints() [2/2]

const TArray< FNavPathPoint > & FNavigationPath::GetPathPoints ( ) const
inline

◆ GetQuerier()

const UObject * FNavigationPath::GetQuerier ( ) const
inline

◆ GetQueryData()

FPathFindingQueryData FNavigationPath::GetQueryData ( ) const
inline

◆ GetSegmentDirection()

FVector FNavigationPath::GetSegmentDirection ( uint32  SegmentEndIndex) const
virtual

retrieves normalized direction vector to given path segment for '0'-th segment returns same as for 1st segment

Reimplemented in FNavMeshPath.

◆ GetSourceActor()

const AActor * FNavigationPath::GetSourceActor ( ) const
inline

◆ GetSourceActorAsNavAgent()

const INavAgentInterface * FNavigationPath::GetSourceActorAsNavAgent ( ) const
inline

◆ GetStartLocation()

FVector FNavigationPath::GetStartLocation ( ) const
inline

◆ GetTimeStamp()

double FNavigationPath::GetTimeStamp ( ) const
inline

◆ Invalidate()

void FNavigationPath::Invalidate ( )

◆ IsErrorEndLocationNonNavigable()

bool FNavigationPath::IsErrorEndLocationNonNavigable ( ) const
inline

◆ IsErrorStartLocationNonNavigable()

bool FNavigationPath::IsErrorStartLocationNonNavigable ( ) const
inline

◆ IsPartial()

bool FNavigationPath::IsPartial ( ) const
inline

◆ IsReady()

bool FNavigationPath::IsReady ( ) const
inline

◆ IsUpToDate()

bool FNavigationPath::IsUpToDate ( ) const
inline

◆ IsValid()

PRAGMA_ENABLE_DEPRECATION_WARNINGS bool FNavigationPath::IsValid ( ) const
inline

◆ IsWaitingForRepath()

bool FNavigationPath::IsWaitingForRepath ( ) const
inline

◆ MarkReady()

void FNavigationPath::MarkReady ( )
inline

◆ OnPathUpdated()

virtual void FNavigationPath::OnPathUpdated ( ENavPathUpdateType::Type  UpdateType)
inlineprotectedvirtual

optional notify called when path finishes update, before broadcasting to observes - requires bUseOnPathUpdatedNotify flag set

◆ operator=()

FNavigationPath & FNavigationPath::operator= ( const FNavigationPath Other)
default

◆ RemoveObserver()

void FNavigationPath::RemoveObserver ( FDelegateHandle  HandleOfObserverToRemove)
inline

◆ RemoveOverlappingPoints()

void FNavigationPath::RemoveOverlappingPoints ( const FVector Tolerance)

Remove points that are at the same location.

◆ RePathFailed()

void FNavigationPath::RePathFailed ( )

◆ ResetForRepath()

void FNavigationPath::ResetForRepath ( )
virtual

Resets all variables describing generated path before attempting new pathfinding call. This function will NOT reset setup variables like goal actor, filter, observer, etc

Reimplemented in FNavMeshPath.

◆ SetErrorEndLocationNonNavigable()

void FNavigationPath::SetErrorEndLocationNonNavigable ( const bool  bErrorNonNavigable)
inline

◆ SetErrorStartLocationNonNavigable()

void FNavigationPath::SetErrorStartLocationNonNavigable ( const bool  bErrorNonNavigable)
inline

◆ SetFilter()

void FNavigationPath::SetFilter ( FSharedConstNavQueryFilter  InFilter)
inline

◆ SetGoalActorObservation()

void FNavigationPath::SetGoalActorObservation ( const AActor ActorToObserve,
float  TetherDistance 
)

enables path observing specified AActor's location and update itself if actor changes location

◆ SetGoalActorTetherDistance()

void FNavigationPath::SetGoalActorTetherDistance ( const float  NewTetherDistace)
inline

Modifies distance to the GoalActor at which we'll update the path

◆ SetIgnoreInvalidation()

void FNavigationPath::SetIgnoreInvalidation ( bool  bShouldIgnore)
inline

if ignoring, path will stay bUpToDate after being invalidated due to a change to underlying navigation (observer and auto repath will NOT be triggered!)

◆ SetIsPartial()

void FNavigationPath::SetIsPartial ( const bool  bPartial)
inline

◆ SetManualRepathWaiting()

void FNavigationPath::SetManualRepathWaiting ( const bool  bInWaitingForRepath)
inline

◆ SetNavigationDataUsed()

void FNavigationPath::SetNavigationDataUsed ( const ANavigationData *const  NewData)
inline

◆ SetQuerier()

void FNavigationPath::SetQuerier ( const UObject InQuerier)
inline

◆ SetQueryData()

void FNavigationPath::SetQueryData ( const FPathFindingQueryData QueryData)
inline

◆ SetSearchReachedLimit()

void FNavigationPath::SetSearchReachedLimit ( const bool  bLimited)
inline

◆ SetSourceActor()

void FNavigationPath::SetSourceActor ( const AActor InSourceActor)

set's up the path to use SourceActor's location in case of recalculation

◆ SetTimeStamp()

void FNavigationPath::SetTimeStamp ( double  TimeStamp)
inline

◆ ShouldUpdateEndPointOnRepath()

bool FNavigationPath::ShouldUpdateEndPointOnRepath ( ) const
inline

◆ ShouldUpdateStartPointOnRepath()

bool FNavigationPath::ShouldUpdateStartPointOnRepath ( ) const
inline

◆ TickPathObservation()

EPathObservationResult::Type FNavigationPath::TickPathObservation ( )

◆ UpdateLastRepathGoalLocation()

void FNavigationPath::UpdateLastRepathGoalLocation ( )

◆ WillRecalculateOnInvalidation()

bool FNavigationPath::WillRecalculateOnInvalidation ( ) const
inline

Member Data Documentation

◆ Base

TWeakObjectPtr<AActor> FNavigationPath::Base
protected

base actor, if exist path points locations will be relative to it

◆ bDoAutoUpdateOnInvalidation

uint32 FNavigationPath::bDoAutoUpdateOnInvalidation
protected

if true path will request re-pathing if it gets invalidated due to underlying navigation changed

◆ bErrorEndLocationNonNavigable

uint32 FNavigationPath::bErrorEndLocationNonNavigable
protected

"true" when the end location could not be projected on the navigation data

◆ bErrorStartLocationNonNavigable

uint32 FNavigationPath::bErrorStartLocationNonNavigable
protected

"true" when the start location could not be projected on the navigation data

◆ bIgnoreInvalidation

uint32 FNavigationPath::bIgnoreInvalidation
protected

if true path will keep bUpToDate value after getting invalidated due to underlying navigation changed (observer and auto repath will NOT be triggered!) it's NOT safe to use if path relies on navigation data references (e.g. poly corridor)

◆ bIsPartial

uint32 FNavigationPath::bIsPartial
protected

"true" when path is only partially generated, when goal is unreachable and path represent best guess

◆ bIsReady

uint32 FNavigationPath::bIsReady
protected

when false it means path instance has been created, but not filled with data yet

◆ bObservingGoalActor

uint32 FNavigationPath::bObservingGoalActor
protected

indicates whether at any point GoalActor was a valid Actor. Used as an optimization in FNavigationPath::TickPathObservation

◆ bReachedSearchLimit

uint32 FNavigationPath::bReachedSearchLimit
protected

set to true when path finding algorithm reached a technical limit (like limit of A* nodes). This generally means path cannot be trusted to lead to requested destination although it might lead closer to destination.

◆ bUpdateEndPointOnRepath

uint32 FNavigationPath::bUpdateEndPointOnRepath
protected

if true path will use GetGoalLocation() for updating QueryData before repath

◆ bUpdateStartPointOnRepath

uint32 FNavigationPath::bUpdateStartPointOnRepath
protected

if true path will use GetPathFindingStartLocation() for updating QueryData before repath

◆ bUpToDate

uint32 FNavigationPath::bUpToDate
protected

"true" until navigation data used to generate this path has been changed/invalidated

◆ bUseOnPathUpdatedNotify

uint32 FNavigationPath::bUseOnPathUpdatedNotify
protected

if true path will call OnPathUpdated notify

◆ bWaitingForRepath

uint32 FNavigationPath::bWaitingForRepath
protected

set when path is waiting for recalc from navigation data

◆ Filter

FSharedConstNavQueryFilter FNavigationPath::Filter
protected

◆ LastUpdateTimeStamp

double FNavigationPath::LastUpdateTimeStamp
protected

gets set during path creation and on subsequent path's updates

◆ NavigationDataUsed

TWeakObjectPtr<ANavigationData> FNavigationPath::NavigationDataUsed
protected

navigation data used to generate this path

◆ ObserverDelegate

FPathObserverDelegate FNavigationPath::ObserverDelegate
protected

A delegate that will be called when path becomes invalid

◆ PathFindingQueryData

FPathFindingQueryData FNavigationPath::PathFindingQueryData
protected

essential part of query used to generate this path

◆ PathPoints

TArray<FNavPathPoint> FNavigationPath::PathPoints
protected

IMPORTANT: path is assumed to be valid if it contains MORE than ONE point point 0 is path's starting point - if it's the only point on the path then there's no path per se

◆ PathType

FNavPathType FNavigationPath::PathType
protected

◆ ShortcutNodeRefs

TArray<NavNodeRef> FNavigationPath::ShortcutNodeRefs

additional node refs used during path following shortcuts

◆ Type

const FNavPathType FNavigationPath::Type
staticprotected

type of path


The documentation for this struct was generated from the following files: