예제 #1
0
        /// <summary>
        /// Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that
        ///     the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node
        ///     @param PathfindingContext could be one of following: NavigationData (like Navmesh actor), Pawn or Controller. This parameter determines parameters of specific pathfinding query
        /// </summary>
        public static UNavigationPath FindPathToActorSynchronously(UObject WorldContext, FVector PathStart, AActor GoalActor, float TetherDistance = 50.000000f, AActor PathfindingContext = default(AActor), TSubclassOf <UNavigationQueryFilter> FilterClass = default(TSubclassOf <UNavigationQueryFilter>))
        {
            IntPtr ___ret = FindPathToActorSynchronously(IntPtr.Zero, WorldContext, ref PathStart, GoalActor, TetherDistance, PathfindingContext, FilterClass.NativeClass);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UNavigationPath ___ret2 = new UNavigationPath()
            {
                _this = ___ret
            }; return(___ret2);
        }
예제 #2
0
        /// <summary>
        /// Finds path instantly, in a FindPath Synchronously.
        ///     @param PathfindingContext could be one of following: NavigationData (like Navmesh actor), Pawn or Controller. This parameter determines parameters of specific pathfinding query
        /// </summary>
        public static UNavigationPath FindPathToLocationSynchronously(UObject WorldContext, FVector PathStart, FVector PathEnd, AActor PathfindingContext, TSubclassOf <UNavigationQueryFilter> FilterClass)
        {
            IntPtr ___ret = FindPathToLocationSynchronously(IntPtr.Zero, WorldContext, ref PathStart, ref PathEnd, PathfindingContext, FilterClass.NativeClass);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UNavigationPath ___ret2 = new UNavigationPath()
            {
                _this = ___ret
            }; return(___ret2);
        }