[NLA] Documentation - Classes - PhysicalNavigationLink - Events
Автор: CRYOMEN
Загружено: 2024-11-14
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Documentation: https://cryomen.gitbook.io/navigation...
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The 'Physical Navigation Link' class offers two key events essential for crafting advanced navigation behaviors. To use these events, you'll need to either create a child blueprint from the 'Physical Navigation Link' class or extend it in C++, depending on your preference. Once you've done that, you can work with two events: 'On Physical Link Move State Changed' and 'Is This Link Pathfinding Allowed'.
The 'On Physical Link Move State Changed' event is triggered by the Unreal Path Following Component, which is usually part of an 'AI Controller', whenever an agent enters or exits a link. This event functions similarly to 'Nav Link Proxy', but with an added advantage—'Nav Link Proxy' only triggers on entry, failing to account for exits.
The second important event is 'Is This Link Pathfinding Allowed' is triggered by the Unreal Navigation System during pathfinding to check if a link should be included in a calculated path. If the event returns True, the link can be part of the path; if False, it gets excluded. This is particularly useful for situations where a link might be blocked or inaccessible, like when another agent is using it or a door is closed.
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