Member | Type | Offset | Share |
---|---|---|---|
bDrawTriangleEdges : 1 | char | 0x400 | |
bDrawPolyEdges : 1 | char | 0x400 | |
bDrawFilledPolys : 1 | char | 0x400 | |
bDrawNavMeshEdges : 1 | char | 0x400 | |
bDrawTileBounds : 1 | char | 0x400 | |
bDrawPathCollidingGeometry : 1 | char | 0x400 | |
bDrawTileLabels : 1 | char | 0x400 | |
bDrawPolygonLabels : 1 | char | 0x400 | |
bDrawDefaultPolygonCost : 1 | char | 0x401 | |
bDrawLabelsOnPathNodes : 1 | char | 0x401 | |
bDrawNavLinks : 1 | char | 0x401 | |
bDrawFailedNavLinks : 1 | char | 0x401 | |
bDrawClusters : 1 | char | 0x401 | |
bDrawOctree : 1 | char | 0x401 | |
bDrawOctreeDetails : 1 | char | 0x401 | |
bDrawMarkedForbiddenPolys : 1 | char | 0x401 | |
bDistinctlyDrawTilesBeingBuilt : 1 | char | 0x402 | |
bDrawNavMesh : 1 | char | 0x402 | |
DrawOffset
Vertical offset added to navmesh's debug representation for better readability |
float | 0x404 | |
bFixedTilePoolSize : 1 | char | 0x408 | |
TilePoolSize
Maximum number of tiles NavMesh can hold |
int32_t | 0x40c | |
TileSizeUU
Size of single tile, expressed in uu |
float | 0x410 | |
CellSize
Horizontal size of voxelization cell |
float | 0x414 | |
CellHeight
Vertical size of voxelization cell |
float | 0x418 | |
AgentRadius
Radius of smallest agent to traverse this navmesh |
float | 0x41c | |
AgentHeight
Size of the tallest agent that will path with this navmesh. |
float | 0x420 | |
AgentMaxHeight | float | 0x424 | |
AgentMaxSlope
The maximum slope (angle) that the agent can move on. |
float | 0x428 | |
AgentMaxStepHeight
Largest vertical step the agent can perform |
float | 0x42c | |
MinRegionArea
The minimum dimension of area. Areas smaller than this will be discarded |
float | 0x430 | |
MergeRegionSize
The size limit of regions to be merged with bigger regions (watershed partitioning only) |
float | 0x434 | |
MaxSimplificationError
How much navigable shapes can get simplified - the higher the value the more freedom |
float | 0x438 | |
MaxSimultaneousTileGenerationJobsCount
Sets the limit for number of asynchronous tile generators running at one time, also used for some synchronous tasks |
int32_t | 0x43c | |
TileNumberHardLimit
Absolute hard limit to number of navmesh tiles. |
int32_t | 0x440 | |
PolyRefTileBits | int32_t | 0x444 | |
PolyRefNavPolyBits | int32_t | 0x448 | |
PolyRefSaltBits | int32_t | 0x44c | |
NavMeshOriginOffset
Use this if you don't want your tiles to start at (0,0,0) |
FVector | 0x450 | |
DefaultDrawDistance
Navmesh draw distance in game (always visible in editor) |
float | 0x45c | |
DefaultMaxSearchNodes
Specifes default limit to A* nodes used when performing navigation queries. |
float | 0x460 | |
DefaultMaxHierarchicalSearchNodes
Specifes default limit to A* nodes used when performing hierarchical navigation queries. |
float | 0x464 | |
RegionPartitioning
Partitioning method for creating navmesh polys |
ERecastPartitioning | 0x468 | |
LayerPartitioning
Partitioning method for creating tile layers |
ERecastPartitioning | 0x469 | |
RegionChunkSplits
Number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone |
int32_t | 0x46c | |
LayerChunkSplits
Number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone |
int32_t | 0x470 | |
bSortNavigationAreasByCost : 1 | char | 0x474 | |
bPerformVoxelFiltering : 1 | char | 0x474 | |
bMarkLowHeightAreas : 1 | char | 0x474 | |
bFilterLowSpanSequences : 1 | char | 0x474 | |
bFilterLowSpanFromTileCache : 1 | char | 0x474 | |
bDoFullyAsyncNavDataGathering : 1 | char | 0x474 | |
bUseBetterOffsetsFromCorners : 1 | char | 0x474 | |
bStoreEmptyTileLayers : 1 | char | 0x474 | |
bUseVirtualFilters : 1 | char | 0x475 | |
bAllowNavLinkAsPathEnd : 1 | char | 0x475 | |
bUseVoxelCache : 1 | char | 0x475 | |
TileSetUpdateInterval | float | 0x478 | |
HeuristicScale
Recast runtime params. |
float | 0x47c | |
VerticalDeviationFromGroundCompensation
Value added to each search height to compensate for error between navmesh polys and walkable geometry |
float | 0x480 |