unreal.PhysicsMovementNetState
¶
- class unreal.PhysicsMovementNetState(force_multiplier=125000.0, jump_strength=100.0, auto_face_target_yaw_strength=200000.0, auto_face_target_yaw_damp=20.0, enable_auto_face_target_yaw=False, enable_keep_upright=True, auto_brake_strength=5.0, rand_value=0, jump_cooldown_ms=0, jump_count=0, check_sum=0, recovery_frame=0, jump_start_frame=0, air_frame=0, kick_frame=0)¶
Bases:
unreal.StructBase
Physics Movement Net State
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: PhysicsMovement.h
Editor Properties: (see get_editor_property/set_editor_property)
air_frame
(int32): [Read-Write] In Air Frame: Frame we started being in the airauto_brake_strength
(float): [Read-Write] Auto Brake Strength: Strength of auto brake force applied when no input force and on ground.auto_face_target_yaw_damp
(float): [Read-Write] Auto Face Target Yaw Dampauto_face_target_yaw_strength
(float): [Read-Write] Auto Face Target Yaw Strengthcheck_sum
(int32): [Read-Write] Check Sumenable_auto_face_target_yaw
(bool): [Read-Write] Enable Auto Face Target Yaw: If enabled, input cmd should specify target yaw.enable_keep_upright
(bool): [Read-Write] Enable Keep Upright: If enabled, object will attempt to keep its up vector aligned with world up.force_multiplier
(float): [Read-Write] Force Multiplier: Actually used by AsyncTick to scale force appliedjump_cooldown_ms
(int32): [Read-Write] Jump Cooldown MSjump_count
(int32): [Read-Write] Jump Count: Number of frames jump has been pressedjump_start_frame
(int32): [Read-Write] Jump Start Frame: Frame we started jumping onjump_strength
(float): [Read-Write] Jump Strengthkick_frame
(int32): [Read-Write] Kick Frame: Frame we last applied a kick impulserand_value
(int32): [Read-Write] Rand Value: Arbitrary data that doesn’t affect sim but could still trigger rollbackrecovery_frame
(int32): [Read-Write] Recovery Frame: Frame we started “in air recovery” on
- property air_frame¶
[Read-Write] In Air Frame: Frame we started being in the air
- Type
(int32)
- property auto_brake_strength¶
[Read-Write] Auto Brake Strength: Strength of auto brake force applied when no input force and on ground.
- Type
(float)
- property check_sum¶
[Read-Write] Check Sum
- Type
(int32)
- property enable_auto_face_target_yaw¶
[Read-Write] Enable Auto Face Target Yaw: If enabled, input cmd should specify target yaw.
- Type
(bool)
- property enable_keep_upright¶
[Read-Write] Enable Keep Upright: If enabled, object will attempt to keep its up vector aligned with world up.
- Type
(bool)
- property force_multiplier¶
[Read-Write] Force Multiplier: Actually used by AsyncTick to scale force applied
- Type
(float)
- property jump_cooldown_ms¶
[Read-Write] Jump Cooldown MS
- Type
(int32)
- property jump_count¶
[Read-Write] Jump Count: Number of frames jump has been pressed
- Type
(int32)
- property jump_start_frame¶
[Read-Write] Jump Start Frame: Frame we started jumping on
- Type
(int32)
- property kick_frame¶
[Read-Write] Kick Frame: Frame we last applied a kick impulse
- Type
(int32)
- property rand_value¶
[Read-Write] Rand Value: Arbitrary data that doesn’t affect sim but could still trigger rollback
- Type
(int32)
- property recovery_frame¶
[Read-Write] Recovery Frame: Frame we started “in air recovery” on
- Type
(int32)