unreal.SmartObjectSlotEntranceAnnotation

class unreal.SmartObjectSlotEntranceAnnotation(offset: Vector3f = Ellipsis, rotation: Rotator3f = Ellipsis, tags: GameplayTagContainer = Ellipsis, is_entry: bool = False, is_exit: bool = False, trace_ground_location: bool = False, check_transition_trajectory: bool = False, selection_priority: SmartObjectEntrancePriority = Ellipsis, trajectory_start_height_offset: float = 0.0, trajectory_slot_height_offset: float = 0.0, transition_check_radius: float = 0.0)

Bases: SmartObjectSlotAnnotation

Annotation to define a entrance locations for a Smart Object Slot. This can be used to add multiple entry points to a slot, or to validate the entries against navigation data.

C++ Source:

  • Plugin: SmartObjects

  • Module: SmartObjectsModule

  • File: SmartObjectSlotEntranceAnnotation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • check_transition_trajectory (bool): [Read-Write] If set to true, collisions will be checked between the transition from navigation location and slot location.

  • is_entry (bool): [Read-Write] Set to true if the entry can be used to enter the slot.

  • is_exit (bool): [Read-Write] Set to true if the entry can be used to exit the slot.

  • offset (Vector3f): [Read-Write] Local space offset of the entry.

  • rotation (Rotator3f): [Read-Write] Local space rotation of the entry.

  • selection_priority (SmartObjectEntrancePriority): [Read-Write] During entrance selection, the highest priority entrance is selected. If multiple entrances share same priority, then the selection method is used (e.g. based on distance).

  • tags (GameplayTagContainer): [Read-Write] Tags that can be used to identify the entry.

  • trace_ground_location (bool): [Read-Write] If set to true, ground location will be adjusted using a line trace.

  • trajectory_slot_height_offset (float): [Read-Write] Height offset at slot location of the transition collision check.

  • trajectory_start_height_offset (float): [Read-Write] Height offset at start of the transition collision check.

  • transition_check_radius (float): [Read-Write] Radius of the transition trajectory check.

property check_transition_trajectory: bool

[Read-Only] If set to true, collisions will be checked between the transition from navigation location and slot location.

Type:

(bool)

property is_entry: bool

[Read-Only] Set to true if the entry can be used to enter the slot.

Type:

(bool)

property is_exit: bool

[Read-Only] Set to true if the entry can be used to exit the slot.

Type:

(bool)

property offset: Vector3f

[Read-Only] Local space offset of the entry.

Type:

(Vector3f)

property rotation: Rotator3f

[Read-Only] Local space rotation of the entry.

Type:

(Rotator3f)

property selection_priority: SmartObjectEntrancePriority

[Read-Only] During entrance selection, the highest priority entrance is selected. If multiple entrances share same priority, then the selection method is used (e.g. based on distance).

Type:

(SmartObjectEntrancePriority)

property tags: GameplayTagContainer

[Read-Only] Tags that can be used to identify the entry.

Type:

(GameplayTagContainer)

property trace_ground_location: bool

[Read-Only] If set to true, ground location will be adjusted using a line trace.

Type:

(bool)

property trajectory_slot_height_offset: float

[Read-Only] Height offset at slot location of the transition collision check.

Type:

(float)

property trajectory_start_height_offset: float

[Read-Only] Height offset at start of the transition collision check.

Type:

(float)

property transition_check_radius: float

[Read-Only] Radius of the transition trajectory check.

Type:

(float)