unreal.LayeredMove_Launch
¶
- class unreal.LayeredMove_Launch(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, launch_velocity: Vector = Ellipsis, force_movement_mode: Name = 'None')¶
Bases:
LayeredMoveBase
Launch Move: provides an impulse velocity to the actor after (optionally) forcing them into a particular movement mode
C++ Source:
Plugin: Mover
Module: Mover
File: LaunchMove.h
Editor Properties: (see get_editor_property/set_editor_property)
duration_ms
(float): [Read-Write] This move will expire after a set amount of time if > 0. If 0, it will be ticked only once, regardless of time step. It will need to be manually ended if < 0.finish_velocity_settings
(LayeredMoveFinishVelocitySettings): [Read-Write] Settings related to velocity applied to the actor after a layered move has finishedforce_movement_mode
(Name): [Read-Write] Optional movement mode name to force the actor into before applying the impulse velocity.launch_velocity
(Vector): [Read-Write] Velocity to apply to the actor. Could be additive or overriding depending on MixMode setting.mix_mode
(MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with otherspriority
(uint8): [Read-Write] Determines if this layered move should take priority over other layered moves when different moves have conflicting overrides - higher numbers taking precedent.start_sim_time_ms
(float): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)