// MVDataRootclass CNavHullVData{public: // MPropertyFriendlyName = Enabled // MPropertyDescription = Is this agent enabled for generation? ( will result in 0 nav areas for this agent if not ). bool m_bAgentEnabled; // MPropertyFriendlyName = Radius // MPropertyDescription = Radius of navigating agent capsule. float32 m_agentRadius; // MPropertyFriendlyName = Height // MPropertyDescription = Height of navigating agent capsule. float32 m_agentHeight; // MPropertyFriendlyName = Enable Crouch Height // MPropertyDescription = Enable shorter navigating agent capsules ( crouch ) in addition to regular height capsules. bool m_agentShortHeightEnabled; // MPropertyFriendlyName = Crouch height // MPropertyDescription = Crouch height of navigating agent capsules if enabled. float32 m_agentShortHeight; // MPropertyFriendlyName = Enable Crawl Height // MPropertyDescription = Enable even shorter navigating agent capsules ( crawl ) in addition to regular height capsules. bool m_agentCrawlEnabled; // MPropertyFriendlyName = Crawl height // MPropertyDescription = Crawl height of navigating agent capsules if enabled. float32 m_agentCrawlHeight; // MPropertyFriendlyName = Max Climb // MPropertyDescription = Max vertical offset that the agent simply ignores and walks over. float32 m_agentMaxClimb; // MPropertyFriendlyName = Max Slope // MPropertyDescription = Max ground slope to be considered walkable. int32 m_agentMaxSlope; // MPropertyFriendlyName = Max Jump Down Distance // MPropertyDescription = Max vertical offset at which to create a jump connection ( possibly one-way ). float32 m_agentMaxJumpDownDist; // MPropertyFriendlyName = Max Horizontal Jump Distance // MPropertyDescription = Max horizontal offset over which to create a jump connection ( actually a parameter into the true threshold function ). float32 m_agentMaxJumpHorizDistBase; // MPropertyFriendlyName = Max Jump Up Distance // MPropertyDescription = Max vertical offset at which to make a jump connection two-way. float32 m_agentMaxJumpUpDist; // MPropertyFriendlyName = Border Erosion // MPropertyDescription = Border erosion in voxel units ( -1 to use default value based on agent radius ). int32 m_agentBorderErosion; // MPropertyFriendlyName = Hierarchical Nav // MPropertyDescription = Enables super node nav information to be generated bool m_flowMapGenerationEnabled; // MPropertyFriendlyName = Hierarchical Nav Max Super Node radius // MPropertyDescription = Maximum radius of a super node - larger means lower resolution float32 m_flowMapNodeMaxRadius;};