Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavModifierComponent.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

49 lines
1.5 KiB
C++

// Copyright 1998-2019 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:
struct FRotatedBox
{
FBox Box;
FQuat Quat;
FRotatedBox() {}
FRotatedBox(const FBox& InBox, const FQuat& InQuat) : Box(InBox), Quat(InQuat) {}
};
mutable TArray<FRotatedBox> ComponentBounds;
};