A Demo Project for the UnrealEngineSDK
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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) const | UVRPathFollowingComponent | |
DetermineStartingPathPoint(const FNavigationPath *ConsideredPath) const override | UVRPathFollowingComponent | |
FollowPathSegment(float DeltaTime) override | UVRPathFollowingComponent | |
GENERATED_BODY() | UVRPathFollowingComponent | private |
GetDebugStringTokens(TArray< FString > &Tokens, TArray< EPathFollowingDebugTokens::Type > &Flags) const override | UVRPathFollowingComponent | virtual |
HasReached(const FVector &TestPoint, EPathFollowingReachMode ReachMode, float AcceptanceRadius=UPathFollowingComponent::DefaultAcceptanceRadius) const | UVRPathFollowingComponent | |
HasReached(const AActor &TestGoal, EPathFollowingReachMode ReachMode, float AcceptanceRadius=UPathFollowingComponent::DefaultAcceptanceRadius, bool bUseNavAgentGoalLocation=true) const | UVRPathFollowingComponent | |
HasReachedCurrentTarget(const FVector &CurrentLocation) const | UVRPathFollowingComponent | |
PauseMove(FAIRequestID RequestID=FAIRequestID::CurrentRequest, EPathFollowingVelocityMode VelocityMode=EPathFollowingVelocityMode::Reset) override | UVRPathFollowingComponent | |
SetMovementComponent(UNavMovementComponent *MoveComp) override | UVRPathFollowingComponent | |
ShouldCheckPathOnResume() const override | UVRPathFollowingComponent | |
UpdateBlockDetection() override | UVRPathFollowingComponent | |
UpdatePathSegment() override | UVRPathFollowingComponent | |
VRMovementComp | UVRPathFollowingComponent |