Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavGraph/NavigationGraph.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

65 lines
1.0 KiB
C++

// Copyright 1998-2019 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:
};