// Copyright Epic Games, Inc. All Rights Reserved. /** * this volume only blocks the path builder - it has no gameplay collision * */ #pragma once #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4 #include "CoreMinimal.h" #endif #include "UObject/ObjectMacros.h" #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4 #include "AI/Navigation/NavigationTypes.h" #endif #include "GameFramework/Volume.h" #include "AI/Navigation/NavAgentSelector.h" #include "NavMeshBoundsVolume.generated.h" UCLASS(MinimalAPI) class ANavMeshBoundsVolume : public AVolume { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category = Navigation) FNavAgentSelector SupportedAgents; //~ Begin AActor Interface NAVIGATIONSYSTEM_API virtual void PostRegisterAllComponents() override; NAVIGATIONSYSTEM_API virtual void PostUnregisterAllComponents() override; //~ End AActor Interface #if WITH_EDITOR //~ Begin UObject Interface NAVIGATIONSYSTEM_API virtual void PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent) override; NAVIGATIONSYSTEM_API virtual void PostEditUndo() override; //~ End UObject Interface static NAVIGATIONSYSTEM_API void OnPostEngineInit(); #endif // WITH_EDITOR };