unreal.NavLinkCustomComponent
¶
- class unreal.NavLinkCustomComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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 componentauto_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 broadcastbroadcast_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 broadcastcan_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_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 generationdisabled_area_class
(type(Class)): [Read-Write] Disabled Area Class: area class to use when link is disablededitable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenabled_area_class
(type(Class)): [Read-Write] Enabled Area Class: area class to use when link is enabledis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildslink_direction
(NavLinkDirection): [Read-Write] Link Direction: direction of linklink_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 ownerlink_relative_start
(Vector): [Read-Write] Link Relative Start: start point, relative to ownernotify_when_disabled
(bool): [Read-Write] Notify when Disabled: should link notify nearby agents when it changes state to disablednotify_when_enabled
(bool): [Read-Write] Notify when Enabled: should link notify nearby agents when it changes state to enabledobstacle_area_class
(type(Class)): [Read-Write] Obstacle Area Class: area class for simple box obstacleobstacle_extent
(Vector): [Read-Write] Obstacle Extent: extent of simple box obstacleobstacle_offset
(Vector): [Read-Write] Obstacle Offset: offset of simple box obstacleon_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.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