unreal.SplineNavModifierComponent¶
- class unreal.SplineNavModifierComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
NavModifierComponentUsed to assign a chosen NavArea to the nav mesh in the vicinity of a chosen spline. A tube is constructed around the spline and intersected with the nav mesh. Set its dimensions with StrokeWidth and StrokeHeight.
C++ Source:
Module: NavigationSystem
File: SplineNavModifierComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
area_class(type(Class)): [Read-Write] NavArea to apply inside the defined volume.area_class_to_replace(type(Class)): [Read-Write] When setting this value, the modifier behavior changes : it will now replace any surface marked by AreaClassToReplace in the volume and replace it with AreaClass.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 componentattached_spline(ComponentReference): [Read-Write] The SplineComponent which will modify the nav mesh; it must also be attached to this component’s owner actorauto_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 buildsnav_mesh_resolution(NavigationDataResolution): [Read-Write] Experimental: Indicates which navmesh resolution should be used around the actor.on_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!stroke_height(double): [Read-Write] Cross-sectional height of the tube enclosing the splinestroke_width(double): [Read-Write] Cross-sectional width of the tube enclosing the splinesubdivision_lod(SubdivisionLOD): [Read-Write] Higher LOD will capture finer details in the splineupdate_nav_data_on_spline_change(bool): [Read-Write] If true, any changes to Spline Components on this actor will cause this component to update the nav mesh. This will be slow if the spline has many points, or the nav mesh is sufficiently large.