unreal.SplineNavModifierComponent

class unreal.SplineNavModifierComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: NavModifierComponent

Used 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 component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • attached_spline (ComponentReference): [Read-Write] The SplineComponent which will modify the nav mesh; it must also be attached to this component’s owner actor

  • auto_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 navigation

  • component_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 class

  • failsafe_extent (Vector): [Read-Write] box extent used ONLY when owning actor doesn’t have collision component

  • include_agent_height (bool): [Read-Write] Setting to ‘true’ will result in expanding lower bounding box of the nav

    modifier by agent’s height, before applying to navmesh

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • nav_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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_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 spline

  • stroke_width (double): [Read-Write] Cross-sectional width of the tube enclosing the spline

  • subdivision_lod (SubdivisionLOD): [Read-Write] Higher LOD will capture finer details in the spline

  • update_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.