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UnrealEngine/Engine/Source/Runtime/NavigationSystem/Public/NavModifierComponent.h
2025-05-18 13:04:45 +08:00

91 lines
3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
#include "CoreMinimal.h"
#endif
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "NavAreas/NavArea.h"
#include "NavRelevantComponent.h"
#include "NavModifierComponent.generated.h"
struct FNavigationRelevantData;
class UBodySetup;
enum class ENavigationDataResolution : uint8;
UCLASS(ClassGroup = (Navigation), meta = (BlueprintSpawnableComponent), hidecategories = (Activation), config = Engine, defaultconfig, MinimalAPI)
class UNavModifierComponent : public UNavRelevantComponent
{
GENERATED_UCLASS_BODY()
/** NavArea to apply inside the defined volume. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Navigation)
TSubclassOf<UNavArea> AreaClass;
/** When setting this value, the modifier behavior changes : it will now replace any surface marked by AreaClassToReplace in the volume and replace it with AreaClass. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Navigation)
TSubclassOf<UNavArea> AreaClassToReplace;
/** box extent used ONLY when owning actor doesn't have collision component */
UPROPERTY(EditAnywhere, Category = Navigation)
FVector FailsafeExtent;
/** Experimental: Indicates which navmesh resolution should be used around the actor. */
UPROPERTY(EditAnywhere, Category = Navigation, AdvancedDisplay)
ENavigationDataResolution NavMeshResolution;
/** Setting to 'true' will result in expanding lower bounding box of the nav
* modifier by agent's height, before applying to navmesh */
UPROPERTY(config, EditAnywhere, Category = Navigation)
uint8 bIncludeAgentHeight : 1;
// Does the actual calculating and caching of the bounds when called by CalcAndCacheBounds
NAVIGATIONSYSTEM_API virtual void CalculateBounds() const;
// @Note We might make this function non-virtual in the future in favor of child classes overriding CalculateBounds, see #jira UE-202451
NAVIGATIONSYSTEM_API virtual void CalcAndCacheBounds() const override;
NAVIGATIONSYSTEM_API virtual void GetNavigationData(FNavigationRelevantData& Data) const override;
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
NAVIGATIONSYSTEM_API void SetAreaClass(TSubclassOf<UNavArea> NewAreaClass);
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
NAVIGATIONSYSTEM_API void SetAreaClassToReplace(TSubclassOf<UNavArea> NewAreaClassToReplace);
protected:
NAVIGATIONSYSTEM_API void OnTransformUpdated(USceneComponent* RootComponent, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport);
#if WITH_EDITOR
NAVIGATIONSYSTEM_API void OnNavAreaRegistered(const UWorld& World, const UClass* NavAreaClass);
NAVIGATIONSYSTEM_API void OnNavAreaUnregistered(const UWorld& World, const UClass* NavAreaClass);
#endif // WITH_EDITOR
//~ Begin UActorComponent Interface
NAVIGATIONSYSTEM_API virtual void OnRegister() override;
NAVIGATIONSYSTEM_API virtual void OnUnregister() override;
//~ End UActorComponent Interface
NAVIGATIONSYSTEM_API void PopulateComponentBounds(FTransform InParentTransform, const UBodySetup& InBodySetup) const;
struct FRotatedBox
{
FBox Box;
FQuat Quat;
FRotatedBox() {}
FRotatedBox(const FBox& InBox, const FQuat& InQuat) : Box(InBox), Quat(InQuat) {}
};
mutable TArray<FRotatedBox> ComponentBounds;
mutable FDelegateHandle TransformUpdateHandle;
/** cached in CalcAndCacheBounds and tested in GetNavigationData to see if
* cached data is still valid */
mutable FTransform CachedTransform;
#if WITH_EDITOR
FDelegateHandle OnNavAreaRegisteredDelegateHandle;
FDelegateHandle OnNavAreaUnregisteredDelegateHandle;
#endif // WITH_EDITOR
};