56 lines
1.8 KiB
C++
56 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
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#include "CoreMinimal.h"
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#endif
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#include "UObject/ObjectMacros.h"
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#include "Components/ActorComponent.h"
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#include "AI/Navigation/NavRelevantInterface.h"
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#include "NavRelevantComponent.generated.h"
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UCLASS(MinimalAPI)
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class UNavRelevantComponent : public UActorComponent, public INavRelevantInterface
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UActorComponent Interface
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NAVIGATIONSYSTEM_API virtual void OnRegister() override;
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NAVIGATIONSYSTEM_API virtual void OnUnregister() override;
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//~ End UActorComponent Interface
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//~ Begin INavRelevantInterface Interface
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NAVIGATIONSYSTEM_API virtual FBox GetNavigationBounds() const override;
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NAVIGATIONSYSTEM_API virtual bool IsNavigationRelevant() const override;
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NAVIGATIONSYSTEM_API virtual void UpdateNavigationBounds() override;
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NAVIGATIONSYSTEM_API virtual UObject* GetNavigationParent() const override;
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//~ End INavRelevantInterface Interface
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NAVIGATIONSYSTEM_API virtual void CalcAndCacheBounds() const;
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UFUNCTION(BlueprintCallable, Category="AI|Navigation")
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NAVIGATIONSYSTEM_API void SetNavigationRelevancy(bool bRelevant);
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/** force relevancy and skip attaching navigation data to owner's root entry */
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NAVIGATIONSYSTEM_API void ForceNavigationRelevancy(bool bForce);
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/** force refresh in navigation octree */
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NAVIGATIONSYSTEM_API void RefreshNavigationModifiers();
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protected:
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/** bounds for navigation octree */
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mutable FBox Bounds;
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/** attach navigation data to entry for owner's root component (depends on its relevancy) */
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UPROPERTY()
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uint32 bAttachToOwnersRoot : 1;
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mutable uint32 bBoundsInitialized : 1;
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uint32 bNavParentCacheInitialized : 1;
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UPROPERTY(transient)
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TObjectPtr<UObject> CachedNavParent;
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};
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