unreal.AvoidanceManager
¶
- class unreal.AvoidanceManager(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Avoidance Manager
C++ Source:
Module: Engine
File: AvoidanceManager.h
Editor Properties: (see get_editor_property/set_editor_property)
artificial_radius_expansion
(float): [Read-Write] Multiply the radius of all STORED avoidance objects by this value to allow a little extra room for avoidance maneuvers.default_time_to_live
(float): [Read-Write] How long an avoidance UID must not be updated before the system will put it back in the pool. Actual delay is up to 150% of this value.delta_time_to_predict
(float): [Read-Write] This is how far forward in time (seconds) we extend our velocity cones and thus our predictionheight_check_margin
(float): [Read-Write] Allowable height margin between obstacles and agents. This is over and above the difference in agent heights.lock_time_after_avoid
(float): [Read-Write] How long to stay on course (barring collision) after making an avoidance movelock_time_after_clean
(float): [Read-Write] How long to stay on course (barring collision) after making an unobstructed move (should be > 0.0, but can be less than a full frame)
- get_avoidance_velocity_for_component(movement_comp) Vector ¶
Calculate avoidance velocity for component (avoids collisions with the supplied component)
- Parameters:
movement_comp (MovementComponent) –
- Return type:
- get_new_avoidance_uid() int32 ¶
Get appropriate UID for use when reporting to this function or requesting RVO assistance.
- Return type:
int32
- get_object_count() int32 ¶
Get the number of avoidance objects currently in the manager.
- Return type:
int32
- register_movement_component(movement_comp, avoidance_weight=0.500000) bool ¶
Register with the given avoidance manager.
- Parameters:
movement_comp (MovementComponent) –
avoidance_weight (float) – When avoiding each other, actors divert course in proportion to their relative weights. Range is 0.0 to 1.0. Special: at 1.0, actor will not divert course at all.
- Return type: