unreal.NavLinkCustomComponent
¶
- class unreal.NavLinkCustomComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
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 componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 broadcastbroadcast_interval
(float): [Read-Write] interval for state change broadcast (0 = single broadcast)broadcast_radius
(float): [Read-Write] radius of state change broadcastcan_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.create_box_obstacle
(bool): [Read-Write] if set, box obstacle area will be added to generationdisabled_area_class
(type(Class)): [Read-Write] area class to use when link is disablededitable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenabled_area_class
(type(Class)): [Read-Write] area class to use when link is enabledis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildslink_direction
(NavLinkDirection): [Read-Write] direction of linklink_enabled
(bool): [Read-Write] is link currently in enabled state? (area class)link_relative_end
(Vector): [Read-Write] end point, relative to ownerlink_relative_start
(Vector): [Read-Write] start point, relative to ownernotify_when_disabled
(bool): [Read-Write] should link notify nearby agents when it changes state to disablednotify_when_enabled
(bool): [Read-Write] should link notify nearby agents when it changes state to enabledobstacle_area_class
(type(Class)): [Read-Write] area class for simple box obstacleobstacle_extent
(Vector): [Read-Write] extent of simple box obstacleobstacle_offset
(Vector): [Read-Write] offset of simple box obstacleon_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!supported_agents
(NavAgentSelector): [Read-Write] restrict area only to specified agents