Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavMesh/NavMeshBoundsVolume.h
aris theophanidis 5b72c692c0 Fix navmesh not generating on the default map floor when NavMeshBoundsVolume is placed perfectly flat with the surface (which used to occur by default)
#jira UE-137292
#rb Maxime.Mercier
#preflight 61e1d91c6462b347f4c6099d

#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 18622649 in //UE5/Release-5.0/... via CL 18622654 via CL 18622660
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18622676 by aris theophanidis in ue5-main branch]
2022-01-14 15:25:22 -05:00

39 lines
952 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/**
* this volume only blocks the path builder - it has no gameplay collision
*
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AI/Navigation/NavigationTypes.h"
#include "GameFramework/Volume.h"
#include "NavMeshBoundsVolume.generated.h"
UCLASS()
class NAVIGATIONSYSTEM_API ANavMeshBoundsVolume : public AVolume
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Navigation)
FNavAgentSelector SupportedAgents;
//~ Begin AActor Interface
virtual void PostRegisterAllComponents() override;
virtual void PostUnregisterAllComponents() override;
//~ End AActor Interface
#if WITH_EDITOR
//~ Begin UObject Interface
virtual void PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void PostEditUndo() override;
//~ End UObject Interface
static void OnPostEngineInit();
#endif // WITH_EDITOR
};