unreal.NavMovementComponent

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

Bases: unreal.MovementComponent

NavMovementComponent defines base functionality for MovementComponents that move any ‘agent’ that may be involved in AI pathfinding.

C++ Source:

  • Module: Engine
  • File: NavMovementComponent.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.
  • auto_register_physics_volume_updates (bool): [Read-Write] If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. bComponentShouldUpdatePhysicsVolume:
  • auto_register_updated_component (bool): [Read-Write] If true, registers the owner’s Root component as the UpdatedComponent if there is not one currently assigned.
  • auto_update_tick_registration (bool): [Read-Write] If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_should_update_physics_volume (bool): [Read-Write] If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • constrain_to_plane (bool): [Read-Write] If true, movement will be constrained to a plane. PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting:
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • fixed_path_braking_distance (float): [Read-Write] Braking distance override used with acceleration driven path following (bUseAccelerationForPaths)
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • nav_agent_props (NavAgentProperties): [Read-Write] Properties that define how the component can move.
  • 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
  • plane_constraint_axis_setting (PlaneConstraintAxisSetting): [Read-Write] Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible. SetPlaneConstraintAxisSetting:
  • plane_constraint_normal (Vector): [Read-Write] The normal or axis of the plane that constrains movement, if bConstrainToPlane is enabled. If for example you wanted to constrain movement to the X-Z plane (so that Y cannot change), the normal would be set to X=0 Y=1 Z=0. This is recalculated whenever PlaneConstraintAxisSetting changes. It is normalized once the component is registered with the game world. bConstrainToPlane, SetPlaneConstraintNormal(), SetPlaneConstraintFromVectors():
  • plane_constraint_origin (Vector): [Read-Write] The origin of the plane that constrains movement, if plane constraint is enabled. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane(). bConstrainToPlane, SetPlaneConstraintOrigin().:
  • 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!
  • snap_to_plane_at_start (bool): [Read-Write] If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.
  • tick_before_owner (bool): [Read-Write] If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner’s position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn’t matter.
  • update_nav_agent_with_owners_collision (bool): [Read-Write] If set to true NavAgentProps’ radius and height will be updated with Owner’s collision capsule size
  • update_only_if_rendered (bool): [Read-Write] If true, skips TickComponent() if UpdatedComponent was not recently rendered.
  • updated_component (SceneComponent): [Read-Write] The component we move and update. If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor’s root component will automatically be set as our UpdatedComponent at startup. bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitive:
  • updated_primitive (PrimitiveComponent): [Read-Write] UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.
  • use_acceleration_for_paths (bool): [Read-Write] If set, pathfollowing will control character movement via acceleration values. If false, it will set velocities directly.
  • use_fixed_braking_distance_for_paths (bool): [Read-Write] If set, FixedPathBrakingDistance will be used for path following deceleration
  • velocity (Vector): [Read-Write] Current velocity of updated component.
is_crouching() → bool

Returns true if currently crouching

Returns:
Return type:bool
is_falling() → bool

Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground)

Returns:
Return type:bool
is_flying() → bool

Returns true if currently flying (moving through a non-fluid volume without resting on the ground)

Returns:
Return type:bool
is_moving_on_ground() → bool

Returns true if currently moving on the ground (e.g. walking or driving)

Returns:
Return type:bool
is_swimming() → bool

Returns true if currently swimming (moving through a fluid volume)

Returns:
Return type:bool
nav_agent_props

(NavAgentProperties) – [Read-Write] Properties that define how the component can move.

stop_active_movement() → None

Stops applying further movement (usually zeros acceleration).

stop_movement_keep_pathing() → None

Stops movement immediately (reset velocity) but keeps following current path