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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 |