/// <summary>Project a point onto the NavigationData</summary> public extern static FVector ProjectPointToNavigation(UObject WorldContext, FVector Point, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass, FVector QueryExtent);
/// <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);
public extern static FVector GetRandomReachablePointInRadius(UObject WorldContext, FVector Origin, float Radius, ANavigationData NavData, TSubclassOf <UNavigationQueryFilter> FilterClass);
/// <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); }
/// <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); }
/// <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); }
/// <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); }
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); }