unreal.NavModifierComponent
¶
- 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 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!