class unreal.AvoidanceManager(outer=None, name='None')?

Bases: unreal.Object

Avoidance Manager

C++ Source:

  • Module: Engine
  • File: AvoidanceManager.h

Editor Properties: (see get_editor_property/set_editor_property)

  • artificial_radius_expansion (float): [Read-Write] Multiply the radius of all STORED avoidance objects by this value to allow a little extra room for avoidance maneuvers.
  • default_time_to_live (float): [Read-Write] How long an avoidance UID must not be updated before the system will put it back in the pool. Actual delay is up to 150% of this value.
  • delta_time_to_predict (float): [Read-Write] This is how far forward in time (seconds) we extend our velocity cones and thus our prediction
  • height_check_margin (float): [Read-Write] Allowable height margin between obstacles and agents. This is over and above the difference in agent heights.
  • lock_time_after_avoid (float): [Read-Write] How long to stay on course (barring collision) after making an avoidance move
  • lock_time_after_clean (float): [Read-Write] How long to stay on course (barring collision) after making an unobstructed move (should be > 0.0, but can be less than a full frame)
get_avoidance_velocity_for_component(movement_comp) → Vector?

Calculate avoidance velocity for component (avoids collisions with the supplied component)

Parameters:movement_comp (MovementComponent) –
Return type:Vector
get_new_avoidance_uid() → int32?

Get appropriate UID for use when reporting to this function or requesting RVO assistance.

Return type:int32
get_object_count() → int32?

Get the number of avoidance objects currently in the manager.

Return type:int32
register_movement_component(movement_comp, avoidance_weight=0.500000) → bool?

Register with the given avoidance manager.

  • movement_comp (MovementComponent) –
  • avoidance_weight (float) – When avoiding each other, actors divert course in proportion to their relative weights. Range is 0.0 to 1.0. Special: at 1.0, actor will not divert course at all.

Return type: