Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavGraph/NavigationGraph.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

65 lines
1023 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "NavigationData.h"
#include "NavigationGraph.generated.h"
USTRUCT()
struct FNavGraphEdge
{
GENERATED_USTRUCT_BODY()
enum {
EgdeFlagsCount = 7
};
struct FNavGraphNode* Start;
struct FNavGraphNode* End;
int32 Flags : EgdeFlagsCount;
uint32 bEnabled : 1;
FNavGraphEdge()
: Start(NULL)
, End(NULL)
, Flags(0)
, bEnabled(false)
{
}
};
USTRUCT()
struct FNavGraphNode
{
GENERATED_USTRUCT_BODY()
/** Who's this node referring to? This will most commonly point to an actor or a component */
UPROPERTY()
UObject* Owner;
enum {
InitialEdgesCount = 4
};
TArray<FNavGraphEdge> Edges;
// Location to be added here
// Radius might be needed as well
FNavGraphNode();
};
/** currently abstract since it's not full implemented */
UCLASS(config=Engine, MinimalAPI, abstract)
class ANavigationGraph : public ANavigationData
{
GENERATED_UCLASS_BODY()
public:
};