Classes

ARecastNavMesh

ANavigationData > AActor > UObject

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