NavRegionGeComponentDef
Inheritance 1 ancestor · 40 siblings
- IGeComponentDef
- 0x15898c52
- 0xfe3fdc0c (removed in patch 16.20)
- AnimationGeComponentDef
- AttachmentGeComponentDef
- AttackableUnitGeComponentDef
- AutoRegionTaggingGeComponentDef
- BarracksGeComponentDef
- BillboardGeComponentDef
- CharacterMeshGeComponentDef
- CinematicCameraGeComponentDef
- DeathGeComponentDef
- DragonCampGeComponentDef
- DynamicMaterialGeComponentDef
- DynamicPointLightGeComponentDef
- DynamicSpotlightGeComponentDef
- EnvMeshGeComponentDef
- EsportsBannerGeComponentDef
- GearGeComponentDef (removed in patch 16.11)
- HierarchyGeComponentDef
- LightChannelsGeComponentDef
- LightRegionGeComponentDef
- ModesScenarioGeComponentDef
- MonarchRegionLocatorGeComponentDef (removed in patch 16.5)
- NavRegionGeComponentDefcurrent
- NetworkingGeComponentDef
- NeutralCampGeComponentDef
- NewIconGeComponentDef
- PaintedRegionGeComponentDef
- PlanarReflectorGeComponentDef
- RegionGeComponentDef
- ScriptGeComponentDef
- SequencerGeComponentDef
- SfxGeComponentDef
- ShopGeComponentDef
- SkinCharacterGeComponentDef
- StateMachineGeComponentDef
- SuperwardGeComponentDef
- TeamGeComponentDef
- TeamSpawnPointGeComponentDef
- VfxGeComponentDef
- WorldSpaceUiGeComponentDef
Class Documentation
Edit documentationMakes a region entity write its region into the nav grid. It sits in the navRegion
field of a RegionEntityBaseTemplate and acts together
with the Region field of the same template
(RegionGeComponentDef).
When the entity spawns, the NavRegionGeComponent takes
NavRegionDef and shapeData from the region definition and registers the region with
the region manager of the map. The manager samples the outline onto the nav-grid cells as
RegionBoundaryConfig describes and writes the tags of the
NavRegionDef into the covered cells. Activation turns the region
on in the manager, and deactivation turns it off.
If the region definition has no NavRegionDef, the client registers nothing and
activation has no effect.