REDNODE / GAME API

AINavigationSystem

classnative

extends AIINavigationSystem › IGameSystem › IScriptable › ISerializable

Methods 18

native const func CalculatePathForCharacter(startPoint: Vector4, endPoint: Vector4, findPointTolerance: Float, owner: ref<Entity>, opt costModCircle: ref<NavigationCostModCircle>) -> ref<NavigationPath>
public final const func FindPointBelowForCharacter(origin: Vector4, querySphereRadius: Float, numberOfSpheres: Int32, character: wref<Entity>) -> NavigationFindPointResultscripted
public final const func FindPointBelowForCharacter(origin: Vector4, querySphereRadius: Float, numberOfSpheres: Int32, character: wref<Entity>, out resultingZOffset: Float) -> NavigationFindPointResultscripted
native const func FindPointInBoxForCharacter(center: Vector4, extents: Vector4, owner: ref<Entity>) -> NavigationFindPointResult
native const func FindPointInSphereForCharacter(center: Vector4, radius: Float, owner: ref<Entity>) -> NavigationFindPointResult
native func FindWallInLineForCharacter(startPoint: Vector4, endPoint: Vector4, findPointTolerance: Float, owner: ref<Entity>) -> ref<NavigationFindWallResult>
public final const func GetFurthestNavmeshPointBehind(origin: wref<Entity>, querySphereRadius: Float, numberOfSpheres: Int32, out point: Vector4, opt offsetFromOrigin: Vector4, opt checkPathToOrigin: Bool, opt ratioCurveName: CName) -> Boolscripted
public final const func GetFurthestNavmeshPointInFront(origin: wref<Entity>, querySphereRadius: Float, numberOfSpheres: Int32, out point: Vector4, opt offsetFromOrigin: Vector4, opt checkPathToOrigin: Bool, opt ratioCurveName: CName) -> Boolscripted
public final const func GetNearestNavmeshPointBehind(origin: wref<Entity>, querySphereRadius: Float, numberOfSpheres: Int32, out point: Vector4, opt checkPathToOrigin: Bool) -> Boolscripted
public final const func GetNearestNavmeshPointBelow(character: wref<Entity>, origin: Vector4, querySphereRadius: Float, numberOfSpheres: Int32) -> Vector4scripted
native func GetResult(id: Uint32, result: script_ref<AINavigationSystemResult>) -> Bool
public final const func HasPathForward(sourceObject: wref<GameObject>, distance: Float) -> Boolscripted
public final const func IsPointOnNavmesh(character: wref<Entity>, point: Vector4, opt tolerance: Float) -> Boolscripted
public final const func IsPointOnNavmesh(character: wref<Entity>, point: Vector4, tolerance: Vector4) -> Boolscripted
public final const func IsPointOnNavmesh(character: wref<Entity>, point: Vector4, tolerance: Vector4, out navmeshPoint: Vector4) -> Boolscripted
native func StartPathfinding(query: script_ref<AINavigationSystemQuery>) -> Uint32
native func StopPathfinding(id: Uint32) -> Bool
public final const func TryToFindNavmeshPointAroundPoint(owner: wref<Entity>, originPosition: Vector4, originOrientation: Quaternion, probeDimensions: Vector4, numberOfSpheres: Int32, sphereDistanceFromOrigin: Float, out point: Vector4, opt checkPathToOrigin: Bool) -> Boolscripted