unreal.MockFlyingAbilityComponent
¶
- class unreal.MockFlyingAbilityComponent(outer=None, name='None')¶
Bases:
unreal.FlyingMovementComponent
ActorComponent for running Mock Ability Simulation
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: MockAbilitySimulation.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 componentauto_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 navigationcomponent_tags
(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_blink_activate_event
(MockAbilityBlinkCueEvent): [Read-Write] On Blink Activate Eventon_blink_activate_event_rollback
(MockAbilityBlinkCueRollback): [Read-Write] On Blink Activate Event Rollbackon_blink_state_change
(MockAbilityNotifyStateChange): [Read-Write] On Blink State Change: Notifies when Blink Changeson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedon_dash_state_change
(MockAbilityNotifyStateChange): [Read-Write] On Dash State Change: Notifies when Dash state changeson_physics_gun_fir_event
(MockAbilityPhysicsGunFireEvent): [Read-Write] On Physics Gun Fir Eventon_sprint_state_change
(MockAbilityNotifyStateChange): [Read-Write] On Sprint State Change: Notifies when Sprint state changesprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property on_blink_activate_event¶
[Read-Write] On Blink Activate Event
- Type
- property on_blink_activate_event_rollback¶
[Read-Write] On Blink Activate Event Rollback
- Type
- property on_blink_state_change¶
[Read-Write] On Blink State Change: Notifies when Blink Changes
- Type
- property on_dash_state_change¶
[Read-Write] On Dash State Change: Notifies when Dash state changes
- Type
- property on_physics_gun_fir_event¶
[Read-Write] On Physics Gun Fir Event
- property on_sprint_state_change¶
[Read-Write] On Sprint State Change: Notifies when Sprint state changes
- Type