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# NavigationPoint

UT2003 :: Actor >> NavigationPoint (Package: Engine)

See also NavigationPoint (UT)

Children of this class form the bot AI navigation system. During the compilation process, two navigation points get linked by paths if one of them is in the line of view of a bot which is located at the position of the other one and the bot could go there at least in one direction. Each Pickup (UT) and PlayerStart has its own NavigationPoint. The most common NavigationPoints are the PathNodes which simply are NavigationPoints which have a texture which makes it possible to put them in a map where the PathNodes build the backbone of the maps navigation system.

See the main Artificial Intelligence topic page, and bot navigation for a technical overview.

## Properties

### NavigationPoint Group

bool bAlwaysUseStrafing
  Shouldn't use bAdvancedTactics going to this point.
bool bBlocked
  This path is currently unuseable.
bool bNeverUseStrafing
  Shouldn't use bAdvancedTactics going to this point.
bool bOneWayPath
  Reachspecs from this path only in the direction the path is facing. (180 degrees)
bool bPropagatesSound
  This navigation point can be used for sound propagation. (around corners)
int ExtraCost
  Extra weight added by level designer.
name ForcedPaths[4]
  List of names of NavigationPoints which should always be connected from this path.
name ProscribedPaths[4]
  List of names of NavigationPoints which should never be connected from this path.

### Hidden

bool bAutoBuilt (const)
  Placed during execution of "PATHS BUILD".
bool bDestinationOnly
  Used by path building – means no automatically generated paths are sourced from this node.
bool bEndPoint (transient)
  used by C++ navigation code
int bestPathWeight (const)
bool bForceNoStrafing (const)
  Override any level designer changes to bNeverUseStrafing.
bool bMustBeReachable
  Used for PathReview code.
bool bNoAutoConnect
  Don't connect this path to others except with special conditions. (used by LiftCenter, for example)
bool bNotBased (const)
  Used by path builder – if true, no error is reported if node doesn't have a valid base.
bool bPathsChanged (const)
  Used for incremental path rebuilding in the editor.
bool bSourceOnly
  Used by path building – means this node is not the destination of any automatically generated path.
bool bSpecialForced
  Paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions.
bool bSpecialMove
  If true, pawn will call SuggestMovePreparation() when moving toward this node.
bool bTransientEndPoint (transient)
  Set right before a path finding attempt, cleared afterward.
int cost
  Added cost to visit this pathnode.
int FearCost (transient)
  Extra weight diminishing over time. (used for example, to mark path where bot died)
Pickup InventoryCache
  Used to point to dropped weapons.
float InventoryDist
NavigationPoint nextNavigationPoint (const)
NavigationPoint nextOrdered (const)
  for internal use during route searches
array<ReachSpec> PathList (const)
  Index of reachspecs. (used by C++ Navigation code)
NavigationPoint previousPath (const)
NavigationPoint prevOrdered (const)
  for internal use during route searches
bool taken
  Set when a creature is occupying this spot
int TransientCost (transient)
  Added right before a path finding attempt, cleared afterward.
int visitedWeight

## Methods

### Inherited from Actor

PostBeginPlay ( )
  Ensures that ExtraCost is greater than 0.

### New Methods

bool Accept (Actor Incoming, Actor Source) [event]
  Accept an actor that has teleported in. Used for random spawning and initial placement of creatures.
float DetourWeight (Pawn Other, float PathWeight) [event]
  Value of this path to take a quick detour. (usually 0, used when on route to distant objective, but want to grab inventory for example)
MoverClosed ( )
  Used by NavigationPoints associated with movers.
MoverOpened ( )
  Used by NavigationPoints associated with movers.
bool ProceedWithMove (Pawn Other)
  Called by Controller to see if move is now possible when a mover reports to the waiting pawn that it has completed its move.
int SpecialCost (Pawn Seeker, ReachSpec Path) [event]
bool SuggestMovePreparation (Pawn Other) [event]
  Optionally tell Pawn any special instructions to prepare for moving to this goal. (called by Pawn.PrepareForMove() if this node's bSpecialMove==true)

## Known Subclasses

     NavigationPoint
      +- AssaultPath
      +- BlockedPath
      +- Door
      |   +- AutoDoor?
      +- JumpDest
      |   +- JumpSpot
      |       +- GameObjective
      |           +- CTFBase
      |           |   +- xRealCTFBase?
      |           |       +- xBlueFlagBase
      |           |       +- xRedFlagBase
      |           +- DestroyableObjective
      |           +- DominationPoint?
      |           |   +- xDomPoint
      |           |       +- xDomPointA
      |           |       +- xDomPointB
      |           +- LockedObjective
      |           +- TriggeredObjective
      |           +- xBombDelivery
      |           +- xBombSpawn
      +- JumpPad
      |   +- UTJumpPad
      +- LiftCenter
      +- LiftExit (UT)
      +- PathNode
      +- ShootSpot?
      |   +- BlueShootSpot
      |   +- RedShootSpot
      +- SmallNavigationPoint?
          +- AIMarker?
          +- InventorySpot
          +- Ladder
          |   +- AutoLadder?
          +- PlayerStart
          |   +- TriggeredPlayerStart?
          |   +- xFieldPlayerStart?
          +- Teleporter
          +- WarpZoneMarker?

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