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#rb mikko.mononen, aris.theophanidis, mieszko.zielinski [CL 30274853 by robert seiver in ue5-main branch]
30 lines
1.1 KiB
C++
30 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "NavModifierComponent.h"
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#include "SplineNavModifierComponent.generated.h"
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struct FNavigationRelevantData;
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/**
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* Assign a chosen NavArea in the vicinity of a spline
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* This component must only be attached to an actor with a USplineComponent
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*/
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UCLASS(Blueprintable, Meta = (BlueprintSpawnableComponent), hidecategories = (Variable, Tags, Cooking, Collision), MInimalAPI)
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class USplineNavModifierComponent : public UNavModifierComponent
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{
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GENERATED_BODY()
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/** Radius of the tube surrounding the spline which will be used to generate the Nav Modifiers */
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UPROPERTY(EditAnywhere, Category = Navigation, Meta=(UIMin="1", ClampMin="1"))
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double SplineExtent = 1000.0f;
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/** How many sections the spline will be divided into for generating overlap volumes. More samples result in finer detail */
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UPROPERTY(EditAnywhere, Category = Navigation, Meta=(UIMin="2", ClampMin="2"))
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int32 NumSplineSamples = 100;
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virtual void CalculateBounds() const override;
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virtual void GetNavigationData(FNavigationRelevantData& Data) const override;
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};
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