#include "FortNavSystem.h" void UFortNavSystem::OnNavDataRegistered(ANavigationData* NavData) { } bool UFortNavSystem::IsNavmeshInRadiusInitialized(UObject* WorldContext, const FVector& TestLocation, float TestRadius) { return false; } UFortNavSystem::UFortNavSystem() { this->NamedNavmeshes.AddDefaulted(2); this->bAllowAutoRebuild = true; this->bRebuildOnInitialUnlock = true; this->bUsesStreamedInNavLevel = false; this->bUseStaticMeshLinks = false; this->bUseStaticWorldLinksDown = true; this->bUseStaticWorldLinksUp = true; this->bUseJumpLinkActors = true; this->DirtyAreasUpdateFreqInactive = 0.20f; this->NavGraphData = NULL; }