NavigationSystemConfigClassName

NavigationSystemConfigClassName

#Overview

name: NavigationSystemConfigClassName

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:129, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:809

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Sets the Navigation System Config class, which can be overridden to change game-specific navigation/AI behavior. */
	UPROPERTY(globalconfig, noclear, meta = (MetaClass = "/Script/NavigationSystem.NavigationSystem", DisplayName = "Navigation System Config Class"))
	FSoftClassPath NavigationSystemConfigClassName;

	UPROPERTY()
	TSubclassOf<class UNavigationSystemConfig>  NavigationSystemConfigClass;
	
	/** Sets the AvoidanceManager class, which can be overridden to change AI crowd behavior. */
	UPROPERTY(globalconfig, noclear, meta=(MetaClass="/Script/Engine.AvoidanceManager", DisplayName="Avoidance Manager Class"))

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3226

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

	LoadEngineClass<AWorldSettings>(WorldSettingsClassName, WorldSettingsClass);
	LoadEngineClass<UNavigationSystemBase>(NavigationSystemClassName, NavigationSystemClass);
	LoadEngineClass<UNavigationSystemConfig>(NavigationSystemConfigClassName, NavigationSystemConfigClass);
	if (AvoidanceManagerClassName.IsValid())
	{
		LoadEngineClass<UAvoidanceManager>(AvoidanceManagerClassName, AvoidanceManagerClass);
	}
	LoadEngineClass<UGameUserSettings>(GameUserSettingsClassName, GameUserSettingsClass);
	LoadEngineClass<ALevelScriptActor>(LevelScriptActorClassName, LevelScriptActorClass);