unreal.NavWalkingMode¶
- class unreal.NavWalkingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementModeNavWalkingMode: a default movement mode for traversing surfaces and movement bases by using an active navmesh when moving the actor rather than collision checks. Note: This movement mode requires a NavMoverComponent be on the actor to function properly. This mode also contains some randomization to avoid navmesh look ups
happening at the same time (which is fine for AI characters running on the server) but may cause issues if used on autonomous proxies.
C++ Source:
Plugin: Mover
Module: Mover
File: NavWalkingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
behavior_off_nav_mesh(OffNavMeshBehavior): [Read-Write] What should we do if we stray off the nav mesh?gameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement modenav_mesh_projection_height_scale_down(float): [Read-Write] Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction. In other words, trace down to [CapsuleHeight * NavMeshProjectionHeightScaleDown] below nav mesh.nav_mesh_projection_height_scale_up(float): [Read-Write] Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction. In other words, start the trace at [CapsuleHeight * NavMeshProjectionHeightScaleUp] above nav mesh.nav_mesh_projection_interp_speed(float): [Read-Write] Speed at which to interpolate agent navmesh offset between traces. 0: Instant (no interp) > 0: Interp speed”)nav_mesh_projection_interval(float): [Read-Write] How often we should raycast to project from navmesh to underlying geometrynav_mover_component(NavMoverComponent): [Read-Write] Associated Movement component that will actually move the actorproject_nav_mesh_on_both_world_channels(bool): [Read-Write] Use both WorldStatic and WorldDynamic channels for NavWalking geometry conformingproject_nav_mesh_walking(bool): [Read-Write] Whether to raycast to underlying geometry to better conform navmesh-walking actorsshared_settings_classes(Array[type(Class)]): [Read-Write] Settings object type that this mode depends on. May be shared with other movement modes. When the mode is added to a Mover Component, it will create a shared instance of this settings class.slide_along_nav_mesh_edge(bool): [Read-Write] If attempting to stray off the nav mesh, should we attempt to slide along the edge instead? See BehaviorOffNavMesh: for cases where a sliding move can’t be determined.supports_async(bool): [Read-Write] Whether this movement mode supports being part of an asynchronous movement simulation (running concurrently with the gameplay thread) Specifically for the GenerateMove and SimulationTick functionssweep_while_nav_walking(bool): [Read-Write] Whether or not the actor should sweep for collision geometry while walking.transitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition checkturn_generator(Object): [Read-Write] Optional modular object for generating rotation towards desired orientation. If not specified, linear interpolation will be used.
- property behavior_off_nav_mesh: OffNavMeshBehavior¶
[Read-Write] What should we do if we stray off the nav mesh?
- Type:
- get_turn_generator() → Object¶
Returns the active turn generator. Note: you will need to cast the return value to the generator you expect to get, it can also be none
- Return type:
- property nav_mesh_projection_height_scale_down: float¶
[Read-Write] Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction. In other words, trace down to [CapsuleHeight * NavMeshProjectionHeightScaleDown] below nav mesh.
- Type:
(float)
- property nav_mesh_projection_height_scale_up: float¶
[Read-Write] Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction. In other words, start the trace at [CapsuleHeight * NavMeshProjectionHeightScaleUp] above nav mesh.
- Type:
(float)
- property nav_mesh_projection_interp_speed: float¶
Instant (no interp) > 0: Interp speed”)
- Type:
(float)
- Type:
[Read-Write] Speed at which to interpolate agent navmesh offset between traces. 0
- property nav_mesh_projection_interval: float¶
[Read-Write] How often we should raycast to project from navmesh to underlying geometry
- Type:
(float)
- property nav_mover_component: NavMoverComponent¶
[Read-Only] Associated Movement component that will actually move the actor
- Type:
- property project_nav_mesh_on_both_world_channels: bool¶
[Read-Only] Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming
- Type:
(bool)
- property project_nav_mesh_walking: bool¶
[Read-Only] Whether to raycast to underlying geometry to better conform navmesh-walking actors
- Type:
(bool)
- set_turn_generator_class(turn_generator_class) → None¶
Sets the active turn generator to use the class provided. Note: To set it back to the default implementation pass in none