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