unreal.MockCharacterAbilityComponent
¶
- class unreal.MockCharacterAbilityComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CharacterMotionComponent
ActorComponent for running Mock Ability Simulation for CharacterMotion example
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: MockCharacterAbilitySimulation.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_blink_activate_event
(MockCharacterAbilityBlinkCueEvent): [Read-Write]on_blink_activate_event_rollback
(MockCharacterAbilityBlinkCueRollback): [Read-Write]on_blink_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Blink Changeson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_dash_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Dash state changeson_jump_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Jump Changeson_sprint_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Sprint state changesprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property on_blink_activate_event: MockCharacterAbilityBlinkCueEvent¶
[Read-Write]
- Type:
(MockCharacterAbilityBlinkCueEvent)
- property on_blink_activate_event_rollback: MockCharacterAbilityBlinkCueRollback¶
[Read-Write]
- Type:
(MockCharacterAbilityBlinkCueRollback)
- property on_blink_state_change: MockCharacterAbilityNotifyStateChange¶
[Read-Write] Notifies when Blink Changes
- Type:
(MockCharacterAbilityNotifyStateChange)
- property on_dash_state_change: MockCharacterAbilityNotifyStateChange¶
[Read-Write] Notifies when Dash state changes
- Type:
(MockCharacterAbilityNotifyStateChange)
- property on_jump_state_change: MockCharacterAbilityNotifyStateChange¶
[Read-Write] Notifies when Jump Changes
- Type:
(MockCharacterAbilityNotifyStateChange)
- property on_sprint_state_change: MockCharacterAbilityNotifyStateChange¶
[Read-Write] Notifies when Sprint state changes
- Type:
(MockCharacterAbilityNotifyStateChange)