class unreal.NavLinkCustomComponent(outer=None, name='None')

Bases: unreal.NavRelevantComponent

Encapsulates NavLinkCustomInterface interface, can be used with Actors not relevant for navigation

Additional functionality: - can be toggled - can create obstacle area for easier/forced separation of link end points - can broadcast state changes to nearby agents

C++ Source:

  • Module: NavigationSystem

  • File: NavLinkCustomComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • broadcast_channel (CollisionChannel): [Read-Write] Broadcast Channel: trace channel for state change broadcast

  • broadcast_interval (float): [Read-Write] Broadcast Interval: interval for state change broadcast (0 = single broadcast)

  • broadcast_radius (float): [Read-Write] Broadcast Radius: radius of state change broadcast

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • create_box_obstacle (bool): [Read-Write] Create Box Obstacle: if set, box obstacle area will be added to generation

  • disabled_area_class (type(Class)): [Read-Write] Disabled Area Class: area class to use when link is disabled

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • enabled_area_class (type(Class)): [Read-Write] Enabled Area Class: area class to use when link is enabled

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • link_direction (NavLinkDirection): [Read-Write] Link Direction: direction of link

  • link_enabled (bool): [Read-Write] Link Enabled: is link currently in enabled state? (area class)

  • link_relative_end (Vector): [Read-Write] Link Relative End: end point, relative to owner

  • link_relative_start (Vector): [Read-Write] Link Relative Start: start point, relative to owner

  • notify_when_disabled (bool): [Read-Write] Notify when Disabled: should link notify nearby agents when it changes state to disabled

  • notify_when_enabled (bool): [Read-Write] Notify when Enabled: should link notify nearby agents when it changes state to enabled

  • obstacle_area_class (type(Class)): [Read-Write] Obstacle Area Class: area class for simple box obstacle

  • obstacle_extent (Vector): [Read-Write] Obstacle Extent: extent of simple box obstacle

  • obstacle_offset (Vector): [Read-Write] Obstacle Offset: offset of simple box obstacle

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • supported_agents (NavAgentSelector): [Read-Write] Supported Agents: restrict area only to specified agents