Esempio n. 1
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 /// <summary>Project a point onto the NavigationData</summary>
 public extern static FVector ProjectPointToNavigation(UObject WorldContext, FVector Point, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass, FVector QueryExtent);
Esempio n. 2
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 /// <summary>Potentially expensive. Use with caution. Consider using UPathFollowingComponent::GetRemainingPathCost instead</summary>
 public extern static ENavigationQueryResult GetPathCost(UObject WorldContext, FVector PathStart, FVector PathEnd, out float PathCost, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass);
Esempio n. 3
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 public extern static FVector GetRandomReachablePointInRadius(UObject WorldContext, FVector Origin, float Radius, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass);
Esempio n. 4
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        /// <summary>Project a point onto the NavigationData</summary>
        public static bool ProjectPointToNavigation(UObject WorldContext, FVector Point, out FVector ProjectedLocation, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass, FVector QueryExtent)
        {
            int ___ret = K2_ProjectPointToNavigation(IntPtr.Zero, WorldContext, ref Point, out ProjectedLocation, NavData, FilterClass.NativeClass, ref QueryExtent);

            return(___ret != 0);
        }
Esempio n. 5
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        /// <summary>
        /// Generates a random location reachable from given Origin location.
        ///     @return Return Value represents if the call was successful
        /// </summary>
        public static bool GetRandomReachablePointInRadius(UObject WorldContext, FVector Origin, out FVector RandomLocation, float Radius, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass)
        {
            int ___ret = K2_GetRandomReachablePointInRadius(IntPtr.Zero, WorldContext, ref Origin, out RandomLocation, Radius, NavData, FilterClass.NativeClass);

            return(___ret != 0);
        }
Esempio n. 6
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        /// <summary>Potentially expensive. Use with caution. Consider using UPathFollowingComponent::GetRemainingPathCost instead</summary>
        public static ENavigationQueryResult GetPathCost(UObject WorldContext, FVector PathStart, FVector PathEnd, out float PathCost, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass)
        {
            int ___ret = GetPathCost(IntPtr.Zero, WorldContext, ref PathStart, ref PathEnd, out PathCost, NavData, FilterClass.NativeClass);

            return((ENavigationQueryResult)___ret);
        }
Esempio n. 7
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/// <summary>Project a point onto the NavigationData</summary>
        public static FVector ProjectPointToNavigation(UObject WorldContext, FVector Point, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass, FVector QueryExtent)
        {
            FVector ___ret = ProjectPointToNavigation(IntPtr.Zero, WorldContext, ref Point, NavData, FilterClass.NativeClass, ref QueryExtent);

            return(___ret);
        }
Esempio n. 8
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        public static FVector GetRandomReachablePointInRadius(UObject WorldContext, FVector Origin, float Radius, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass)
        {
            FVector ___ret = GetRandomReachablePointInRadius(IntPtr.Zero, WorldContext, ref Origin, Radius, NavData, FilterClass.NativeClass);

            return(___ret);
        }