Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavModifierComponent.h
Stephen Holmes 60dba1a919 Proper use of WITH_EDITOR. Also called RefreshNavigationModifiers() rather than completely reregistering the component OnNavAreaRegistrationChanged().
#review-23929520
#jira none
#preflight 63da32f49b664e430f1fac89

[CL 23945515 by Stephen Holmes in ue5-main branch]
2023-02-01 04:50:55 -05:00

70 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "NavAreas/NavArea.h"
#include "NavRelevantComponent.h"
#include "NavModifierComponent.generated.h"
struct FNavigationRelevantData;
UCLASS(ClassGroup = (Navigation), meta = (BlueprintSpawnableComponent), hidecategories = (Activation), config = Engine, defaultconfig)
class NAVIGATIONSYSTEM_API UNavModifierComponent : public UNavRelevantComponent
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Navigation)
TSubclassOf<UNavArea> AreaClass;
/** box extent used ONLY when owning actor doesn't have collision component */
UPROPERTY(EditAnywhere, Category = Navigation)
FVector FailsafeExtent;
/** Setting to 'true' will result in expanding lower bounding box of the nav
* modifier by agent's height, before applying to navmesh */
UPROPERTY(config, EditAnywhere, Category = Navigation)
uint8 bIncludeAgentHeight : 1;
virtual void CalcAndCacheBounds() const override;
virtual void GetNavigationData(FNavigationRelevantData& Data) const override;
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
void SetAreaClass(TSubclassOf<UNavArea> NewAreaClass);
protected:
void OnTransformUpdated(USceneComponent* RootComponent, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport);
#if WITH_EDITOR
void OnNavAreaRegistered(const UWorld& World, const UClass* NavAreaClass);
void OnNavAreaUnregistered(const UWorld& World, const UClass* NavAreaClass);
#endif // WITH_EDITOR
//~ Begin UActorComponent Interface
virtual void OnRegister() override;
virtual void OnUnregister() override;
//~ End UActorComponent Interface
struct FRotatedBox
{
FBox Box;
FQuat Quat;
FRotatedBox() {}
FRotatedBox(const FBox& InBox, const FQuat& InQuat) : Box(InBox), Quat(InQuat) {}
};
mutable TArray<FRotatedBox> ComponentBounds;
mutable FDelegateHandle TransformUpdateHandle;
/** cached in CalcAndCacheBounds and tested in GetNavigationData to see if
* cached data is still valid */
mutable FTransform CachedTransform;
#if WITH_EDITOR
FDelegateHandle OnNavAreaRegisteredDelegateHandle;
FDelegateHandle OnNavAreaUnregisteredDelegateHandle;
#endif // WITH_EDITOR
};