unreal.NavAgentProperties

class unreal.NavAgentProperties(can_crouch=False, can_jump=False, can_walk=False, can_swim=False, can_fly=False, agent_radius=-1.0, agent_height=-1.0, agent_step_height=-1.0, nav_walking_search_height_scale=0.5, preferred_nav_data=[''])

Bases: unreal.MovementProperties

Properties of representation of an ‘agent’ (or Pawn) used by AI navigation/pathfinding.

C++ Source:

  • Module: Engine
  • File: NavigationTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • agent_height (float): [Read-Write] Total height of the capsule used for navigation/pathfinding.
  • agent_radius (float): [Read-Write] Radius of the capsule used for navigation/pathfinding.
  • agent_step_height (float): [Read-Write] Step height to use, or -1 for default value from navdata’s config.
  • can_crouch (bool): [Read-Write] If true, this Pawn is capable of crouching.
  • can_fly (bool): [Read-Write] If true, this Pawn is capable of flying.
  • can_jump (bool): [Read-Write] If true, this Pawn is capable of jumping.
  • can_swim (bool): [Read-Write] If true, this Pawn is capable of swimming or moving through fluid volumes.
  • can_walk (bool): [Read-Write] If true, this Pawn is capable of walking or moving on the ground.
  • nav_walking_search_height_scale (float): [Read-Write] Scale factor to apply to height of bounds when searching for navmesh to project to when nav walking
  • preferred_nav_data (SoftClassPath): [Read-Write] UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MovementProperties)
    TSubclassOf<ANavigationData> PreferredNavData;
agent_height

(float) – [Read-Write] Total height of the capsule used for navigation/pathfinding.

agent_radius

(float) – [Read-Write] Radius of the capsule used for navigation/pathfinding.

agent_step_height

(float) – [Read-Write] Step height to use, or -1 for default value from navdata’s config.

nav_walking_search_height_scale

(float) – [Read-Write] Scale factor to apply to height of bounds when searching for navmesh to project to when nav walking

preferred_nav_data

(SoftClassPath) – [Read-Write] UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MovementProperties) TSubclassOf<ANavigationData> PreferredNavData;