Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Private/BaseGeneratedNavLinksProxy.cpp
aris theophanidis 9d914b08c0 [NavLink Generation] Allow generated navlinks to be discovered and handled by pathfollow in a similar way to custom links.
Addition of UGeneratedNavLinksProxy class
Addition of properties to FNavLinkGenerationJumpDownConfig to configure the link handler

#rb Mieszko.Zielinski
#jira UE-213923

[CL 34843997 by aris theophanidis in ue5-main branch]
2024-07-16 12:28:09 -04:00

29 lines
735 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseGeneratedNavLinksProxy.h"
UBaseGeneratedNavLinksProxy::UBaseGeneratedNavLinksProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UBaseGeneratedNavLinksProxy::GetLinkData(FVector& LeftPt, FVector& RightPt, ENavLinkDirection::Type& Direction) const
{
ensureMsgf(false, TEXT("Should not be called on a generated navlink proxy since it's not representing a single link."));
}
FNavLinkId UBaseGeneratedNavLinksProxy::GetId() const
{
return LinkProxyId;
}
void UBaseGeneratedNavLinksProxy::UpdateLinkId(FNavLinkId ProxyId)
{
LinkProxyId = ProxyId;
}
UObject* UBaseGeneratedNavLinksProxy::GetLinkOwner() const
{
return Owner;
}