unreal.NavLinkGenerationJumpDownConfig

class unreal.NavLinkGenerationJumpDownConfig

Bases: StructBase

Experimental configuration to generate vertical links.

C++ Source:

  • Module: NavigationSystem

  • File: LinkGenerationConfig.h

Editor Properties: (see get_editor_property/set_editor_property)

  • area_class (type(Class)): [Read-Write] Area class for links generated by this configuration.

  • filter_distance_threshold (float): [Read-Write] When filtering similar links, it’s the distance used to compare between segment endpoints to match similar links. Use greater distance for more filtering (0 to deactivate filtering).

  • jump_distance_from_edge (float): [Read-Write] How far from the navmesh edge is the jump started.

  • jump_ends_height_tolerance (float): [Read-Write] Tolerance at both ends of the jump to find ground.

  • jump_height (float): [Read-Write] Peak height relative to the height of the starting point.

  • jump_length (float): [Read-Write] Horizontal length of the jump. How far from the starting point we will look for ground.

  • jump_max_depth (float): [Read-Write] How far below the starting height we want to look for landing ground.

  • link_builder_flags (uint16): [Read-Write] Flags used to indicate how links will be added.

  • link_proxy_class (type(Class)): [Read-Write] Class used to handle links made with this configuration. Using this allows to implement custom behaviors when using navlinks, for example during the pathfollow. Note that having a proxy is not required for successful navlink pathfinding, but it does allow for custom behavior at the start and the end of a given navlink. This implies that using LinkProxyClass is optional, and it can remain empty (the default value). see: INavLinkCustomInterface see: UGeneratedNavLinksProxy

  • sampling_separation_factor (float): [Read-Write] Value multiplied by CellSize to find the distance between sampling trajectories. Default is 1. Larger values improve generation speed but might introduce sampling errors.