Files
UnrealEngine/Engine/Source/Runtime/AIModule/Classes/Navigation/GeneratedNavLinksProxy.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

41 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BaseGeneratedNavLinksProxy.h"
#include "GeneratedNavLinksProxy.generated.h"
class AActor;
class UObject;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FLinkReachedSignature, AActor*, MovingActor, const FVector, DestinationPoint);
/**
* Experimental
* Blueprintable class used to handle generated links as custom links.
*/
UCLASS(Blueprintable, BlueprintType, MinimalAPI)
class UGeneratedNavLinksProxy : public UBaseGeneratedNavLinksProxy
{
GENERATED_UCLASS_BODY()
virtual UWorld* GetWorld() const override;
// BEGIN INavLinkCustomInterface
AIMODULE_API virtual bool OnLinkMoveStarted(class UObject* PathComp, const FVector& DestPoint) override;
// END INavLinkCustomInterface
//////////////////////////////////////////////////////////////////////////
// Blueprint interface for smart links
/** Called when agent reaches smart link during path following. */
UFUNCTION(BlueprintImplementableEvent)
AIMODULE_API void ReceiveSmartLinkReached(AActor* Agent, const FVector Destination);
protected:
void NotifySmartLinkReached(UObject* PathingAgent, const FVector DestPoint);
UPROPERTY(BlueprintAssignable)
FLinkReachedSignature OnSmartLinkReached;
};