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 air

  • auto_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 Damp

  • auto_face_target_yaw_strength (float): [Read-Write] Auto Face Target Yaw Strength

  • check_sum (int32): [Read-Write] Check Sum

  • enable_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 applied

  • jump_cooldown_ms (int32): [Read-Write] Jump Cooldown MS

  • jump_count (int32): [Read-Write] Jump Count: Number of frames jump has been pressed

  • jump_start_frame (int32): [Read-Write] Jump Start Frame: Frame we started jumping on

  • jump_strength (float): [Read-Write] Jump Strength

  • kick_frame (int32): [Read-Write] Kick Frame: Frame we last applied a kick impulse

  • rand_value (int32): [Read-Write] Rand Value: Arbitrary data that doesn’t affect sim but could still trigger rollback

  • recovery_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 auto_face_target_yaw_damp

[Read-Write] Auto Face Target Yaw Damp

Type

(float)

property auto_face_target_yaw_strength

[Read-Write] Auto Face Target Yaw Strength

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 jump_strength

[Read-Write] Jump Strength

Type

(float)

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)