unreal.NavModifierComponent¶
- class unreal.NavModifierComponent(outer=None, name='None')¶
Bases:
unreal.NavRelevantComponentNav 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 Classasset_user_data(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classfailsafe_extent(Vector): [Read-Write] box extent used ONLY when owning actor doesn’t have collision componentinclude_agent_height(bool): [Read-Write] Setting to ‘true’ will result in expanding lower bounding box of the navmodifier by agent’s height, before applying to navmesh
is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!