A Demo Project for the UnrealEngineSDK
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UVRPathFollowingComponent Member List

This is the complete list of members for UVRPathFollowingComponent, including all inherited members.

DebugReachTest(float &CurrentDot, float &CurrentDistance, float &CurrentHeight, uint8 &bDotFailed, uint8 &bDistanceFailed, uint8 &bHeightFailed) constUVRPathFollowingComponent
DetermineStartingPathPoint(const FNavigationPath *ConsideredPath) const overrideUVRPathFollowingComponent
FollowPathSegment(float DeltaTime) overrideUVRPathFollowingComponent
GENERATED_BODY()UVRPathFollowingComponentprivate
GetDebugStringTokens(TArray< FString > &Tokens, TArray< EPathFollowingDebugTokens::Type > &Flags) const overrideUVRPathFollowingComponentvirtual
HasReached(const FVector &TestPoint, EPathFollowingReachMode ReachMode, float AcceptanceRadius=UPathFollowingComponent::DefaultAcceptanceRadius) constUVRPathFollowingComponent
HasReached(const AActor &TestGoal, EPathFollowingReachMode ReachMode, float AcceptanceRadius=UPathFollowingComponent::DefaultAcceptanceRadius, bool bUseNavAgentGoalLocation=true) constUVRPathFollowingComponent
HasReachedCurrentTarget(const FVector &CurrentLocation) constUVRPathFollowingComponent
PauseMove(FAIRequestID RequestID=FAIRequestID::CurrentRequest, EPathFollowingVelocityMode VelocityMode=EPathFollowingVelocityMode::Reset) overrideUVRPathFollowingComponent
SetMovementComponent(UNavMovementComponent *MoveComp) overrideUVRPathFollowingComponent
ShouldCheckPathOnResume() const overrideUVRPathFollowingComponent
UpdateBlockDetection() overrideUVRPathFollowingComponent
UpdatePathSegment() overrideUVRPathFollowingComponent
VRMovementCompUVRPathFollowingComponent