unreal.RecastNavMeshTileGenerationDebug

class unreal.RecastNavMeshTileGenerationDebug

Bases: StructBase

Recast Nav Mesh Tile Generation Debug

C++ Source:

  • Module: NavigationSystem

  • File: RecastNavMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • compact_heightfield (bool): [Read-Write] Compact Heightfield

  • compact_heightfield_distances (bool): [Read-Write] Compact Heightfield Distances

  • compact_heightfield_eroded (bool): [Read-Write] Compact Heightfield Eroded

  • compact_heightfield_regions (bool): [Read-Write] Compact Heightfield Regions

  • enabled (bool): [Read-Write] Enabled: If set, the selected internal debug data will be kept during tile generation to be displayed with the navmesh.

  • heightfield_solid_from_rasterization (bool): [Read-Write] Heightfield Solid from Rasterization

  • heightfield_solid_post_height_filtering (bool): [Read-Write] Heightfield Solid Post Height Filtering

  • heightfield_solid_post_inclusion_bounds_filtering (bool): [Read-Write] Heightfield Solid Post Inclusion Bounds Filtering

  • tile_cache_contours (bool): [Read-Write] Tile Cache Contours

  • tile_cache_detail_mesh (bool): [Read-Write] Tile Cache Detail Mesh

  • tile_cache_layer_areas (bool): [Read-Write] Tile Cache Layer Areas

  • tile_cache_layer_regions (bool): [Read-Write] Tile Cache Layer Regions

  • tile_cache_poly_mesh (bool): [Read-Write] Tile Cache Poly Mesh

  • tile_coordinate (IntVector): [Read-Write] Tile Coordinate: Selected tile coordinate, only this tile will have it’s internal data kept. Tip: displaying the navmesh using ‘Draw Tile Labels’ show tile coordinates.