NavigationSystem

Documents the NavigationSystem class and its functions.

NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking NavigationSystem

To invoke the navigation system, use the following Global function:

ns = Game.NavigationSystem()

Sub-functions

AddObstacle

AddObstacle(position : Vector4, radius : Float, height : Float, agentSize : NavGenAgentSize) : ref:NavigationObstacle;

CalculatePath

CalculatePath(startPoint : Vector4, endPoint : Vector4, agentSize : NavGenAgentSize, findPointTolerance : Float, optional costModCircle : ref:NavigationCostModCircle) : ref:NavigationPath;

FindNavmeshPointAwayFromReferencePoint

FindNavmeshPointAwayFromReferencePoint(pos : Vector4, refPos : Vector4, distance : Float, agentSize : NavGenAgentSize, out destination : Vector4, optional distanceTolerance : Float, optional angleTolerance : Float) : Bool;

FindPointInBox

FindPointInBox(center : Vector4, extents : Vector4, agentSize : NavGenAgentSize, heightDetail : Bool) : NavigationFindPointResult;

FindPointInSphere

FindPointInSphere(center : Vector4, radius : Float, agentSize : NavGenAgentSize, heightDetail : Bool) : NavigationFindPointResult;

FindPursuitPoint

FindPursuitPoint(pos : Vector4, dir : Vector4, radius : Float, navVisCheck : Bool, agentSize : NavGenAgentSize, out destination : Vector4) : Bool;

FindPursuitPointRange

FindPursuitPointRange(pos : Vector4, dir : Vector4, radiusMin : Float, radiusMax : Float, navVisCheck : Bool, agentSize : NavGenAgentSize, out destination : Vector4) : Bool;

FindPursuitPointsRange

FindPursuitPointsRange(pos : Vector4, dir : Vector4, radiusMin : Float, radiusMax : Float, count : Int32, navVisCheck : Bool, agentSize : NavGenAgentSize, out results : array:Vector4) : Bool;

FindWallInLine

FindWallInLine(startPoint : Vector4, endPoint : Vector4, agentSize : NavGenAgentSize, findPointTolerance : Float) : ref:NavigationFindWallResult;

GetFurthestNavmeshPointBehind

GetFurthestNavmeshPointBehind(origin : wref:Entity, querySphereRadius : Float, numberOfSpheres : Int32, out point : Vector4, optional offsetFromOrigin : Vector4, optional checkPathToOrigin : Bool, optional ratioCurveName : CName) : Bool;

GetNearestNavmeshPointBehind

GetNearestNavmeshPointBehind(origin : wref:Entity, querySphereRadius : Float, numberOfSpheres : Int32, out point : Vector4, optional checkPathToOrigin : Bool) : Bool;

GetNearestNavmeshPointBelow

GetNearestNavmeshPointBelow(origin : Vector4, querySphereRadius : Float, numberOfSpheres : Int32) : Vector4;

HasPathForward

HasPathForward(sourceObject : wref:GameObject, distance : Float) : Bool;

HasPathFromAtoB

HasPathFromAtoB(game : GameInstance, originPoint : Vector4, targetPoint : Vector4) : Bool;

IsOnGround

IsOnGround(target : ref:GameObject, optional queryLength : Float) : Bool;

IsPointOnNavmesh

IsPointOnNavmesh(point : Vector4, optional tolerance : Float) : Bool;

IsPointOnNavmesh

IsPointOnNavmesh(point : Vector4, tolerance : Vector4) : Bool;

IsPointOnNavmesh

IsPointOnNavmesh(point : Vector4, tolerance : Vector4, out navmeshPoint : Vector4) : Bool;

RemoveObstacle

RemoveObstacle(obstacle : ref:NavigationObstacle);

TryToFindNavmeshPointAroundPoint

TryToFindNavmeshPointAroundPoint(originPosition : Vector4, originOrientation : Quaternion, probeDimensions : Vector4, numberOfSpheres : Int32, sphereDistanceFromOrigin : Float, out point : Vector4, optional checkPathToOrigin : Bool) : Bool;

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