unreal.NavLinkCustomComponent¶
- class unreal.NavLinkCustomComponent(outer=None, name='None')¶
Bases:
unreal.NavRelevantComponentEncapsulates NavLinkCustomInterface interface, can be used with Actors not relevant for navigation
Additional functionality: - can be toggled - can create obstacle area for easier/forced separation of link end points - can broadcast state changes to nearby agents
C++ Source:
Module: NavigationSystem
File: NavLinkCustomComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.broadcast_channel(CollisionChannel): [Read-Write] Broadcast Channel: trace channel for state change broadcastbroadcast_interval(float): [Read-Write] Broadcast Interval: interval for state change broadcast (0 = single broadcast)broadcast_radius(float): [Read-Write] Broadcast Radius: radius of state change broadcastcan_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.create_box_obstacle(bool): [Read-Write] Create Box Obstacle: if set, box obstacle area will be added to generationdisabled_area_class(type(Class)): [Read-Write] Disabled Area Class: area class to use when link is disablededitable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenabled_area_class(type(Class)): [Read-Write] Enabled Area Class: area class to use when link is enabledis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildslink_direction(NavLinkDirection): [Read-Write] Link Direction: direction of linklink_enabled(bool): [Read-Write] Link Enabled: is link currently in enabled state? (area class)link_relative_end(Vector): [Read-Write] Link Relative End: end point, relative to ownerlink_relative_start(Vector): [Read-Write] Link Relative Start: start point, relative to ownernotify_when_disabled(bool): [Read-Write] Notify when Disabled: should link notify nearby agents when it changes state to disablednotify_when_enabled(bool): [Read-Write] Notify when Enabled: should link notify nearby agents when it changes state to enabledobstacle_area_class(type(Class)): [Read-Write] Obstacle Area Class: area class for simple box obstacleobstacle_extent(Vector): [Read-Write] Obstacle Extent: extent of simple box obstacleobstacle_offset(Vector): [Read-Write] Obstacle Offset: offset of simple box obstacleon_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!supported_agents(NavAgentSelector): [Read-Write] Supported Agents: restrict area only to specified agents