#include "FortNavSystem.h" void UFortNavSystem::OnNavDataRegistered(ANavigationData* NavData) { } bool UFortNavSystem::IsNavmeshInRadiusInitialized(UObject* WorldContext, const FVector& TestLocation, float TestRadius) { return false; } UFortNavSystem::UFortNavSystem() { NamedNavmeshes.AddDefaulted(2); bAllowAutoRebuild = true; bRebuildOnInitialUnlock = true; bUsesStreamedInNavLevel = false; bUseStaticMeshLinks = false; bUseStaticWorldLinksDown = true; bUseStaticWorldLinksUp = true; bUseJumpLinkActors = true; bGenerateWallClimbLinks = true; DirtyAreasUpdateFreqInactive = 1; NavGraphData = NULL; }