unreal.NavLinkCustomComponent

class unreal.NavLinkCustomComponent(outer=None, name='None')

Bases: unreal.NavRelevantComponent

Encapsulates NavLinkCustomInterface interface, can be used with Actors not relevant for navigation

Additional functionality: - can be toggled - can create obstacle area for easier/forced separation of link end points - can broadcast state changes to nearby agents

C++ Source:

  • Module: NavigationSystem
  • File: NavLinkCustomComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • broadcast_channel (CollisionChannel): [Read-Write] trace channel for state change broadcast
  • broadcast_interval (float): [Read-Write] interval for state change broadcast (0 = single broadcast)
  • broadcast_radius (float): [Read-Write] radius of state change broadcast
  • 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.
  • create_box_obstacle (bool): [Read-Write] if set, box obstacle area will be added to generation
  • disabled_area_class (type(Class)): [Read-Write] area class to use when link is disabled
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • enabled_area_class (type(Class)): [Read-Write] area class to use when link is enabled
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • link_direction (NavLinkDirection): [Read-Write] direction of link
  • link_enabled (bool): [Read-Write] is link currently in enabled state? (area class)
  • link_relative_end (Vector): [Read-Write] end point, relative to owner
  • link_relative_start (Vector): [Read-Write] start point, relative to owner
  • notify_when_disabled (bool): [Read-Write] should link notify nearby agents when it changes state to disabled
  • notify_when_enabled (bool): [Read-Write] should link notify nearby agents when it changes state to enabled
  • obstacle_area_class (type(Class)): [Read-Write] area class for simple box obstacle
  • obstacle_extent (Vector): [Read-Write] extent of simple box obstacle
  • obstacle_offset (Vector): [Read-Write] offset of simple box obstacle
  • 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
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!