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NavigationSystem
Documents the NavigationSystem class and its functions.
NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking NavigationSystem

To invoke the navigation system, use the following Global function:
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ns = Game.NavigationSystem()
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Sub-functions

AddObstacle

AddObstacle
Info & Usage
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AddObstacle(position : Vector4, radius : Float, height : Float, agentSize : NavGenAgentSize) : ref:NavigationObstacle;
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CalculatePath

CalculatePath
Info & Usage
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CalculatePath(startPoint : Vector4, endPoint : Vector4, agentSize : NavGenAgentSize, findPointTolerance : Float, optional costModCircle : ref:NavigationCostModCircle) : ref:NavigationPath;
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FindNavmeshPointAwayFromReferencePoint

FindNavmeshPointAwayFromReferencePoint
Info & Usage
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FindNavmeshPointAwayFromReferencePoint(pos : Vector4, refPos : Vector4, distance : Float, agentSize : NavGenAgentSize, out destination : Vector4, optional distanceTolerance : Float, optional angleTolerance : Float) : Bool;
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FindPointInBox

FindPointInBox
Info & Usage
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FindPointInBox(center : Vector4, extents : Vector4, agentSize : NavGenAgentSize, heightDetail : Bool) : NavigationFindPointResult;
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FindPointInSphere

FindPointInSphere
Info & Usage
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FindPointInSphere(center : Vector4, radius : Float, agentSize : NavGenAgentSize, heightDetail : Bool) : NavigationFindPointResult;
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FindPursuitPoint

FindPursuitPoint
Info & Usage
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FindPursuitPoint(pos : Vector4, dir : Vector4, radius : Float, navVisCheck : Bool, agentSize : NavGenAgentSize, out destination : Vector4) : Bool;
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FindPursuitPointRange

FindPursuitPointRange
Info & Usage
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FindPursuitPointRange(pos : Vector4, dir : Vector4, radiusMin : Float, radiusMax : Float, navVisCheck : Bool, agentSize : NavGenAgentSize, out destination : Vector4) : Bool;
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FindPursuitPointsRange

FindPursuitPointsRange
Info & Usage
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FindPursuitPointsRange(pos : Vector4, dir : Vector4, radiusMin : Float, radiusMax : Float, count : Int32, navVisCheck : Bool, agentSize : NavGenAgentSize, out results : array:Vector4) : Bool;
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FindWallInLine

FindWallInLine
Info & Usage
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FindWallInLine(startPoint : Vector4, endPoint : Vector4, agentSize : NavGenAgentSize, findPointTolerance : Float) : ref:NavigationFindWallResult;
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GetFurthestNavmeshPointBehind

GetFurthestNavmeshPointBehind
Info & Usage
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GetFurthestNavmeshPointBehind(origin : wref:Entity, querySphereRadius : Float, numberOfSpheres : Int32, out point : Vector4, optional offsetFromOrigin : Vector4, optional checkPathToOrigin : Bool, optional ratioCurveName : CName) : Bool;
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GetNearestNavmeshPointBehind

GetNearestNavmeshPointBehind
Info & Usage
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GetNearestNavmeshPointBehind(origin : wref:Entity, querySphereRadius : Float, numberOfSpheres : Int32, out point : Vector4, optional checkPathToOrigin : Bool) : Bool;
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GetNearestNavmeshPointBelow

GetNearestNavmeshPointBelow
Info & Usage
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GetNearestNavmeshPointBelow(origin : Vector4, querySphereRadius : Float, numberOfSpheres : Int32) : Vector4;
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HasPathForward

HasPathForward
Info & Usage
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HasPathForward(sourceObject : wref:GameObject, distance : Float) : Bool;
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HasPathFromAtoB

HasPathFromAtoB
Info & Usage
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HasPathFromAtoB(game : GameInstance, originPoint : Vector4, targetPoint : Vector4) : Bool;
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IsOnGround

IsOnGround
Info & Usage
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IsOnGround(target : ref:GameObject, optional queryLength : Float) : Bool;
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IsPointOnNavmesh

IsPointOnNavmesh
Info & Usage
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IsPointOnNavmesh(point : Vector4, optional tolerance : Float) : Bool;
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IsPointOnNavmesh

IsPointOnNavmesh
Info & Usage
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IsPointOnNavmesh(point : Vector4, tolerance : Vector4) : Bool;
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IsPointOnNavmesh

IsPointOnNavmesh
Info & Usage
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IsPointOnNavmesh(point : Vector4, tolerance : Vector4, out navmeshPoint : Vector4) : Bool;
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RemoveObstacle

RemoveObstacle
Info & Usage
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RemoveObstacle(obstacle : ref:NavigationObstacle);
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TryToFindNavmeshPointAroundPoint

TryToFindNavmeshPointAroundPoint
Info & Usage
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TryToFindNavmeshPointAroundPoint(originPosition : Vector4, originOrientation : Quaternion, probeDimensions : Vector4, numberOfSpheres : Int32, sphereDistanceFromOrigin : Float, out point : Vector4, optional checkPathToOrigin : Bool) : Bool;
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Last modified 9mo ago