Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavModifierVolume.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

44 lines
1.3 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 "AI/Navigation/NavRelevantInterface.h"
#include "NavAreas/NavArea.h"
#include "GameFramework/Volume.h"
#include "NavModifierVolume.generated.h"
struct FNavigationRelevantData;
/**
* Allows applying selected AreaClass to navmesh, using Volume's shape
*/
UCLASS(hidecategories=(Navigation))
class NAVIGATIONSYSTEM_API ANavModifierVolume : public AVolume, public INavRelevantInterface
{
GENERATED_BODY()
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Default)
TSubclassOf<UNavArea> AreaClass;
public:
ANavModifierVolume(const FObjectInitializer& ObjectInitializer);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
void SetAreaClass(TSubclassOf<UNavArea> NewAreaClass = nullptr);
TSubclassOf<UNavArea> GetAreaClass() const { return AreaClass; }
virtual void GetNavigationData(FNavigationRelevantData& Data) const override;
virtual FBox GetNavigationBounds() const override;
virtual void RebuildNavigationData() override;
#if WITH_EDITOR
virtual void PostEditUndo() override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};