Time ago I asked someone about some comprehensive documentation for whatever assets - not really written with details. As you see, history is repeating and here we go to testing and deducting because letters are costing money and then a document goes an expensive thing for writing....
Those are "special" if I can call them like that. They do connections without taking in account plain reaching options having reachFlags 32, R_SPECIAL. Creatures with intelligence Level under BRAINS_Human are discarded here.
Let me hunt a PathNode in a simple map (I think I have one... ) and I'll track what line changes color and what does this means...
Edit: Captured.
When you are selecting a PathNode or something else certain lines are going lighter. These lines changing their colors are "Paths". When I'm using word "Paths" I'm talking about array with variables Paths[16]. These are reachSpecs going OUT of current selected node not those coming TO this node.
More explained, this node is the START of reachSpec which is just lighted during Node selection. Of course a reachSpec is a structure having more data... but this data is not shown anywhere except DescribeSpec function which won't show "Size" and if is a PrunedPath known by friends as "ShortCut" where physics conditions based on environment are accepting navigation in spot for certain pawn.
reachSpec has:
- Index - an INT value which is a sort of "Name" for this reachSpec - This index is found in one of Paths[x] variables for Node which is the Start, and in one of upstreamPaths[x] variables from Node which is the End - this is what I see and how do I work with them.
- Start - Actor Navigation Point;
- End - Actor Navigation Point;
- CollisionRadius - Pawn's Path User max Radius;
- CollisionHeight - Pawn's Path User max Height;
- reachFlags - Movement capabilities required for this path;
- bPruned - Invisible in Editor - a shortcut reachspec getting over other two.
Did I miss something ?
227 feature - reachSpec's index changes and all reachspecs indexes need to be remapped in navigation chain when one of them has been deleted - that stuff can be compiled normally without any hacks, out of issues.
Remapping Navigation chain (after removals or adds) in exchange... needs some crapped hacks, and then 227 can work in a network already done, but this doesn't means that we cannot create manually an entire network using a more or less hackish builder - no prunes, please, I hate them... Yes, Paths Build or Paths Define commands can be entirely substituted by a human user in here. Advanced users which know what to do have a major advantage when it comes to take control over the network. 469a has nothing here when it comes to manual corrections, even if an extra builder could do some C++ things and it should be capable to do these in XXI century.