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 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.

  • 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

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

  • on_blink_activate_event (MockAbilityBlinkCueEvent): [Read-Write] On Blink Activate Event

  • on_blink_activate_event_rollback (MockAbilityBlinkCueRollback): [Read-Write] On Blink Activate Event Rollback

  • on_blink_state_change (MockAbilityNotifyStateChange): [Read-Write] On Blink State Change: Notifies when Blink Changes

  • 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

  • on_dash_state_change (MockAbilityNotifyStateChange): [Read-Write] On Dash State Change: Notifies when Dash state changes

  • on_physics_gun_fir_event (MockAbilityPhysicsGunFireEvent): [Read-Write] On Physics Gun Fir Event

  • on_sprint_state_change (MockAbilityNotifyStateChange): [Read-Write] On Sprint State Change: Notifies when Sprint state changes

  • 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!

Get Blink Warmup Time Seconds

Return type

float

get_max_stamina() float

Get Max Stamina

Return type

float

get_stamina() float

Get Stamina

Return type

float

is_blinking() bool

Are we currently in the blinking (startup) state

Return type

bool

is_dashing() bool

Are we currently in the dashing state

Return type

bool

is_sprinting() bool

Are we currently in the sprinting state

Return type

bool

[Read-Write] On Blink Activate Event

Type

(MockAbilityBlinkCueEvent)

[Read-Write] On Blink Activate Event Rollback

Type

(MockAbilityBlinkCueRollback)

[Read-Write] On Blink State Change: Notifies when Blink Changes

Type

(MockAbilityNotifyStateChange)

property on_dash_state_change

[Read-Write] On Dash State Change: Notifies when Dash state changes

Type

(MockAbilityNotifyStateChange)

property on_physics_gun_fir_event

[Read-Write] On Physics Gun Fir Event

Type

(MockAbilityPhysicsGunFireEvent)

property on_sprint_state_change

[Read-Write] On Sprint State Change: Notifies when Sprint state changes

Type

(MockAbilityNotifyStateChange)