unreal.PhysicsMovementComponent

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

Bases: unreal.NetworkPhysicsComponent

Physics Movement Component

C++ Source:

  • Plugin: NetworkPredictionExtras

  • Module: NetworkPredictionExtras

  • File: PhysicsMovement.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

  • movement_state (PhysicsMovementNetState): [Read-Write] Movement State: Latest MovementState

  • 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_generate_local_input_cmd (OnGenerateLocalInputCmd): [Read-Write] On Generate Local Input Cmd: Event called when local input is needed: fill out PendingInputCmd with latest input data

  • pending_input_cmd (PhysicsInputCmd): [Read-Write] Pending Input Cmd: Game code should write to this when locally controlling this object.

  • 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!

property movement_state

[Read-Only] Movement State: Latest MovementState

Type

(PhysicsMovementNetState)

property on_generate_local_input_cmd

[Read-Write] On Generate Local Input Cmd: Event called when local input is needed: fill out PendingInputCmd with latest input data

Type

(OnGenerateLocalInputCmd)

property pending_input_cmd

[Read-Write] Pending Input Cmd: Game code should write to this when locally controlling this object.

Type

(PhysicsInputCmd)

set_auto_brake_strength(brake_strength) None

Set Auto Brake Strength

Parameters

brake_strength (float) –

set_auto_target_yaw_damp(yaw_damp) None

Set Auto Target Yaw Damp

Parameters

yaw_damp (float) –

set_auto_target_yaw_strength(strength) None

Set Auto Target Yaw Strength

Parameters

strength (float) –

set_enable_keep_upright(keep_upright) None

Set Enable Keep Upright

Parameters

keep_upright (bool) –

set_enable_target_yaw(target_yaw) None

Set Enable Target Yaw

Parameters

target_yaw (bool) –