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;