unreal.RecastNavMeshTileGenerationDebug
¶
- class unreal.RecastNavMeshTileGenerationDebug¶
Bases:
StructBase
Recast Nav Mesh Tile Generation Debug
C++ Source:
Module: NavigationSystem
File: RecastNavMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
collision_geometry
(bool): [Read-Write] Display the collision used for the navmesh rasterization. Note: The visualization is affected by the DrawOffset of the RecastNavmesh ownercompact_heightfield
(bool): [Read-Write]compact_heightfield_distances
(bool): [Read-Write]compact_heightfield_eroded
(bool): [Read-Write]compact_heightfield_regions
(bool): [Read-Write]enabled
(bool): [Read-Write] If set, the selected internal debug data will be kept during tile generation to be displayed with the navmesh.generate_debug_tile_only
(bool): [Read-Write] If set, the generator will only generate the tile selected to debug (set in TileCoordinate).height_field_render_mode
(HeightFieldRenderMode): [Read-Write]heightfield_bounds
(bool): [Read-Write]heightfield_from_rasterization
(bool): [Read-Write]heightfield_post_height_filtering
(bool): [Read-Write]heightfield_post_inclusion_bounds_filtering
(bool): [Read-Write]tile_cache_contours
(bool): [Read-Write]tile_cache_detail_mesh
(bool): [Read-Write]tile_cache_layer_areas
(bool): [Read-Write]tile_cache_layer_regions
(bool): [Read-Write]tile_cache_poly_mesh
(bool): [Read-Write]tile_coordinate
(IntVector): [Read-Write] Selected tile coordinate, only this tile will have it’s internal data kept. Tip: displaying the navmesh using ‘Draw Tile Labels’ show tile coordinates.