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Adding bMaskFillCollisionUnderneathForNavmesh option on NavModifierVolume to go along bFillCollisionUnderneathForNavmesh. This allows navvolumes to mark a 2D areas to be ignored by the fill under feature. [at]Mieszko.Zielinski [at]Mikko.Mononen #jira UE-86726 #ROBOMERGE-SOURCE: CL 11650044 via CL 11650049 via CL 11650055 #ROBOMERGE-BOT: (v656-11643781) [CL 11861821 by aris theophanidis in Main branch]
48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Templates/SubclassOf.h"
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#include "AI/Navigation/NavRelevantInterface.h"
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#include "NavAreas/NavArea.h"
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#include "GameFramework/Volume.h"
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#include "NavModifierVolume.generated.h"
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struct FNavigationRelevantData;
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/**
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* Allows applying selected AreaClass to navmesh, using Volume's shape
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*/
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UCLASS(hidecategories=(Navigation))
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class NAVIGATIONSYSTEM_API ANavModifierVolume : public AVolume, public INavRelevantInterface
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{
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GENERATED_BODY()
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Default)
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TSubclassOf<UNavArea> AreaClass;
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/** Experimental: if set, the 2D space occupied by the volume box will ignore FillCollisionUnderneathForNavmesh */
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UPROPERTY(EditAnywhere, Category = Default, AdvancedDisplay)
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bool bMaskFillCollisionUnderneathForNavmesh;
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public:
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ANavModifierVolume(const FObjectInitializer& ObjectInitializer);
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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void SetAreaClass(TSubclassOf<UNavArea> NewAreaClass = nullptr);
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TSubclassOf<UNavArea> GetAreaClass() const { return AreaClass; }
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virtual void GetNavigationData(FNavigationRelevantData& Data) const override;
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virtual FBox GetNavigationBounds() const override;
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virtual void RebuildNavigationData() override;
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#if WITH_EDITOR
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virtual void PostEditUndo() override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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};
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