Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavigationInvokerComponent.h
Marc Audy 82e0666ce7 Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 5450266
#rb
#rnx

[CL 5459329 by Marc Audy in Dev-Framework branch]
2019-03-19 16:16:11 -04:00

40 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "Components/ActorComponent.h"
#include "NavigationInvokerComponent.generated.h"
class UNavigationSystemV1;
UCLASS(ClassGroup = (Navigation), meta = (BlueprintSpawnableComponent))
class NAVIGATIONSYSTEM_API UNavigationInvokerComponent : public UActorComponent
{
GENERATED_BODY()
protected:
UPROPERTY(EditAnywhere, Category = Navigation, meta = (ClampMin = "0.1", UIMin = "0.1"))
float TileGenerationRadius;
UPROPERTY(EditAnywhere, Category = Navigation, meta = (ClampMin = "0.1", UIMin = "0.1"))
float TileRemovalRadius;
public:
UNavigationInvokerComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
void RegisterWithNavigationSystem(UNavigationSystemV1& NavSys);
/** Sets generation/removal ranges. Doesn't force navigation system's update.
* Will get picked up the next time NavigationSystem::UpdateInvokers gets called */
void SetGenerationRadii(const float GenerationRadius, const float RemovalRadius);
float GetGenerationRadius() const { return TileGenerationRadius; }
float GetRemovalRadius() const { return TileRemovalRadius; }
virtual void Activate(bool bReset = false) override;
virtual void Deactivate() override;
};