unreal.NavLocalGridManager
¶
- class unreal.NavLocalGridManager(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Manager for local navigation grids
Builds non overlapping grid from multiple sources, that can be used later for pathfinding. Check also: UGridPathFollowingComponent, FNavLocalGridData
C++ Source:
Module: AIModule
File: NavLocalGridManager.h
- classmethod add_local_navigation_grid_for_box(world_context_object, location, extent=[1.000000, 1.000000, 1.000000], rotation=[0.000000, 0.000000, 0.000000], radius2d=5, height=100.000000, rebuild_grids=True) → int32¶
Add Local Navigation Grid for Box
- classmethod add_local_navigation_grid_for_capsule(world_context_object, location, capsule_radius, capsule_half_height, radius2d=5, height=100.000000, rebuild_grids=True) → int32¶
Add Local Navigation Grid for Capsule
- classmethod add_local_navigation_grid_for_point(world_context_object, location, radius2d=5, height=100.000000, rebuild_grids=True) → int32¶
creates new grid data for single point
- classmethod add_local_navigation_grid_for_points(world_context_object, locations, radius2d=5, height=100.000000, rebuild_grids=True) → int32¶
creates single grid data for set of points
- classmethod find_local_navigation_grid_path(world_context_object, start, end) → Array[Vector] or None¶
Find Local Navigation Grid Path