- class unreal.MockPhysicsComponent(outer=None, name='None')¶
ActorComponent for running MockPhysicsSimulation
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.
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.
editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
is_charging(bool): [Read-Only] Currently charging up charge attack
is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor builds
on_charge_activated_event(PhysicsChargeCueEvent): [Read-Write] On Charge Activated Event
on_charge_state_change(MockPhysicsNotifyStateChange): [Read-Write] On Charge State Change
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
on_jump_activated_event(PhysicsJumpCueEvent): [Read-Write] On Jump Activated Event
pending_input_cmd(MockPhysicsInputCmd): [Read-Write] Next local InputCmd that will be submitted. This is just one way to do it.
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!
- property on_charge_activated_event¶
[Read-Write] On Charge Activated Event
- property on_charge_state_change¶
[Read-Write] On Charge State Change