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UnrealMagicOfDoomOhYeah / NavigationPoint.txt

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Engine/Classes/NavigationPoint.uc
class NavigationPoint extends Actor

    event bool Accept( actor Incoming, actor Source )
    event bool SuggestMovePreparation( Pawn Other )
    event float DetourWeight(Pawn Other,float PathWeight);
    event int SpecialCost(Pawn Seeker, ReachSpec Path);
    function ApplyCheckpointRecord(const out CheckpointRecord Record)
    function CreateCheckpointRecord(out CheckpointRecord Record)
    function OnToggle(SeqAct_Toggle inAction)
    function bool ProceedWithMove(Pawn Other)
    function bool ShouldSaveForCheckpoint()
    native final function ReachSpec GetReachSpecTo( NavigationPoint Nav, optional class<ReachSpec> SpecClass );
    native final function bool IsOnDifferentNetwork( NavigationPoint Nav );
    native function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight) const;
    native function bool CanTeleport(Actor A);
    native function bool IsUsableAnchorFor( Pawn P );
    simulated event ShutDown()
    simulated event string GetDebugAbbrev()
    static final function NavigationPoint GetNearestNavToActor(Actor ChkActor, optional class<NavigationPoint> RequiredClass,optional array<NavigationPoint> ExcludeList,optional float MinDist)
    static final function NavigationPoint GetNearestNavToPoint(Actor ChkActor,vector ChkPoint, optional class<NavigationPoint> RequiredClass,optional array<NavigationPoint> ExcludeList)
    static native final function bool GetAllNavInRadius( Actor ChkActor, Vector ChkPoint, float Radius, out array<NavigationPoint> out_NavList, optional bool bSkipBlocked, optional int inNetworkID=-1, optional Cylinder MinSize );