/** * These are useful when you have a space that wasn't explored by a pylon but it safely enclosed in the pylon * (e.g. a ledge that a mantle check didn't explore properly but should be able to have jump down edges) but you don't * feel it's necessary to add a whole new pylon/navmesh/heavyweight thing it's just an exploration hint for the path generator * or mesh generator * * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PylonSeed extends Actor placeable native(AI) implements(Interface_NavMeshPathObject) ClassGroup(Navigation); cpptext { virtual UBOOL Supports( const FNavMeshPathParams& PathParams, FNavMeshPolyBase* CurPoly, FNavMeshPathObjectEdge* Edge, FNavMeshEdgeBase* PredecessorEdge) { return FALSE; } virtual void AddAuxSeedPoints( APylon* Py ) { if (Py != NULL && Py->IsPtWithinExpansionBounds(Location,50.f)) { Py->NextPassSeedList.AddItem(Location); } } } defaultproperties { Begin Object Class=CylinderComponent Name=CollisionCylinder LegacyClassName=NavigationPoint_NavigationPointCylinderComponent_Class CollisionRadius=+0050.000000 CollisionHeight=+0050.000000 End Object CollisionComponent=CollisionCylinder Components.Add(CollisionCylinder) bCollideActors=FALSE Begin Object Class=SpriteComponent Name=Sprite Sprite=Texture2D'EditorResources.S_NavP' HiddenGame=true HiddenEditor=false AlwaysLoadOnClient=False AlwaysLoadOnServer=False SpriteCategoryName="Navigation" End Object Components.Add(Sprite) }