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CL# 2453024: added navigation filter to EQS pathfinding tests
CL# 2466155: added batch pathfinding test for EQS
CL# 2466237: EQS generators will now cache NavLocation of items if navmesh projection is enabled
CL# 2466356: added support for deprecated nodes in EQS editor
CL# 2466358: pathing grid EQS generator is now deprecated
CL# 2466439: added failsafe in EQS editor for recreating missing nodes
CL# 2467466: fixed recreating test nodes in EQS graph
CL# 2467476: disabled HPA* in pathfinding EQS test
CL# 2467508: removed hierarchical pathfinding option from EQS tests
CL# 2468574: EQS generators will now cache NavLocation of items if navmesh projection is enabled (crash fix)
[CL 2472208 by Lukasz Furman in Main branch]
33 lines
894 B
C++
33 lines
894 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AIGraph.h"
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#include "EnvironmentQueryGraph.generated.h"
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UCLASS()
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class UEnvironmentQueryGraph : public UAIGraph
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{
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GENERATED_UCLASS_BODY()
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virtual void Initialize() override;
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virtual void OnLoaded() override;
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virtual void UpdateVersion() override;
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virtual void MarkVersion() override;
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virtual void UpdateAsset(int32 UpdateFlags = 0) override;
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void UpdateDeprecatedGeneratorClasses();
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void SpawnMissingNodes();
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void CalculateAllWeights();
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void CreateEnvQueryFromGraph(class UEnvironmentQueryGraphNode* RootEdNode);
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protected:
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void UpdateVersion_NestedNodes();
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void UpdateVersion_FixupOuters();
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void UpdateVersion_CollectClassData();
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void UpdateNodeClassData(UAIGraphNode* UpdateNode, UClass* InstanceClass);
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virtual void CollectAllNodeInstances(TSet<UObject*>& NodeInstances) override;
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};
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