unreal.NavMoverComponent¶
- class unreal.NavMoverComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponentNavMoverComponent: Responsible for implementing INavMoveInterface with UMoverComponent so pathfinding and other forms of navigation movement work. This component also caches the input given to it that is then consumed by the mover system. Note: This component relies on the parent actor having a MoverComponent as well. By default this component only has a reference to MoverComponent meaning we use other ways (such as gameplay tags for the active movement mode) to check for state rather than calling specific functions on the active MoverComponent.
C++ Source:
Plugin: Mover
Module: Mover
File: NavMoverComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(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 classis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsnav_agent_props(NavAgentProperties): [Read-Write] Properties that define how the component can move.nav_movement_properties(NavMovementProperties): [Read-Write] associated properties for nav movementon_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 Componentreplicate_using_registered_sub_object_list(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- consume_nav_movement_data() → (out_move_input_intent=Vector, out_move_input_velocity=Vector) or None¶
Writes internal cached requested velocities to the MoveInput passed in. Returns true if it had move input to write.
- Returns:
out_move_input_intent (Vector):
out_move_input_velocity (Vector):
- Return type:
tuple or None
- get_velocity_for_nav_movement() → Vector¶
Get the current velocity of the movement component
- Return type:
- is_falling() → bool¶
Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground)
- Return type:
- is_flying() → bool¶
Returns true if currently flying (moving through a non-fluid volume without resting on the ground)
- Return type:
- is_moving_on_ground() → bool¶
Returns true if currently moving on the ground (e.g. walking or driving)
- Return type:
- is_swimming() → bool¶
Returns true if currently swimming (moving through a fluid volume)
- Return type:
- property nav_movement_properties: NavMovementProperties¶
[Read-Write] associated properties for nav movement
- Type:
- request_direct_move(move_velocity, force_max_speed) → None¶
path following: request movement through a velocity directly