unreal.LayeredMove_MoveToDynamic
¶
- class unreal.LayeredMove_MoveToDynamic(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, start_location: Vector = Ellipsis, target_location: Vector = Ellipsis, restrict_speed_to_expected: bool = False, path_offset_curve: CurveVector = Ellipsis, time_mapping_curve: CurveFloat = Ellipsis, location_actor: Actor = Ellipsis)¶
Bases:
LayeredMove_MoveTo
MoveToDynamic: Move Actor from the starting location to the target location over a duration of time with a moving target location You can either update TargetLocation manually to update the location this actor is moving towards or set an actor for this actor to move towards.
C++ Source:
Plugin: Mover
Module: Mover
File: BasicLayeredMoves.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 finishedlocation_actor
(Actor): [Read-Write] Optional actor to move to. Note: this overrides the TargetLocation Propertymix_mode
(MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with otherspath_offset_curve
(CurveVector): [Read-Write] Optional CurveVector used to offset the actor from the pathpriority
(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.restrict_speed_to_expected
(bool): [Read-Write] if true, will restrict speed to where the actor is expected to be (in regard to start, end and duration)start_location
(Vector): [Read-Write] Location to Start the MoveTo move fromstart_sim_time_ms
(float): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)target_location
(Vector): [Read-Write] Location to move towardstime_mapping_curve
(CurveFloat): [Read-Write] Optional CurveFloat to apply to how fast the actor moves as they get closer to the target location