unreal.CharacterMovementTrajectoryComponent

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

Bases: unreal.MotionTrajectoryComponent

Example motion trajectory component implementation for encapsulating: Character Movement ground locomotion

C++ Source:

  • Plugin: MotionTrajectory

  • Module: MotionTrajectory

  • File: MotionTrajectoryCharacterMovement.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • debug_draw_trajectory (bool): [Read-Write] Debug Draw Trajectory: Debug drawing options for the complete trajectory range a.MotionTrajectory.Debug (0/1) to enable or disable a.MotionTrajectory.Options (0-6) to enable additional sample information a.MotionTrajectory.Stride (*) to stride sample information display by a specified modulo

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • history_settings (MotionTrajectorySettings): [Read-Write] History Settings: Historical trajectory settings

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • max_samples (int32): [Read-Write] Max Samples: The maximum number of trajectory samples retained by the internal history buffer

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • prediction_includes_history (bool): [Read-Write] Prediction Includes History: Determines if GetTrajectory() will automatically combine history into the returned trajectory prediction (true) Consider disabling this option when historical trajectory samples are never used Example: No Motion Matching historical sample times or distances are defined in the Pose Search Schema

  • prediction_settings (MotionTrajectorySettings): [Read-Write] Prediction Settings: Prediction trajectory simulation settings

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • sample_rate (int32): [Read-Write] Sample Rate: The trajectory sampling rate for both prediction and history

  • smooth_interpolation (bool): [Read-Write] Smooth Interpolation: History samples will use Centripetal Catmull–Rom spline interpolation (true) (slow, accurate) instead of linear interpolation (false) (fast, approximate) Consider enabling this option when accurate trajectory sample speed at low tick rates (high interpolation usage) is important

  • uniform_sampled_history (bool): [Read-Write] Uniform Sampled History: Determines if history will be sampled by the specified Sample Rate (true) or the Component Tick Rate (false) Consider disabling this option when the engine frame rate and component sample rate are the same