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

Bases: unreal.NavRelevantComponent

Nav Modifier Component

C++ Source:

  • Module: NavigationSystem

  • File: NavModifierComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • area_class (type(Class)): [Read-Write] Area Class

  • 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.

  • 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.

  • 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

  • failsafe_extent (Vector): [Read-Write] Failsafe Extent: box extent used ONLY when owning actor doesn’t have collision component

  • include_agent_height (bool): [Read-Write] Include Agent Height: Setting to ‘true’ will result in expanding lower bounding box of the nav

    modifier by agent’s height, before applying to navmesh

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

  • 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!

property area_class

[Read-Only] Area Class



set_area_class(new_area_class) None

Set Area Class


new_area_class (type(Class)) –