unreal.NavModifierComponent

class unreal.NavModifierComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: 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

  • replicate_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!

property area_class: Class

[Read-Only] Area Class

Type:

(type(Class))

set_area_class(new_area_class) None

Set Area Class

Parameters:

new_area_class (type(Class)) –