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] Array of user data stored with the component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • failsafe_extent (Vector): [Read-Write] box extent used ONLY when owning actor doesn’t have collision component
  • include_agent_height (bool): [Read-Write] 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] If true, the component will be excluded from non-editor builds
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

(type(Class)) – [Read-Only] Area Class

set_area_class(new_area_class) → None

Set Area Class

Parameters:new_area_class (type(Class)) –