unreal.LayeredMove_MultiJump
¶
- class unreal.LayeredMove_MultiJump(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, maximum_in_air_jumps: int = 0, upwards_speed: float = 0.0, jumps_in_air_remaining: int = 0, time_of_last_jump_ms: float = 0.0)¶
Bases:
LayeredMoveBase
MultiJump: layered move for handling multiple jumps without touching the ground i.e. a double jump. Note: This layered move ends automatically when the actor hits a valid floor so duration is expected to be less than 0.
C++ Source:
Plugin: Mover
Module: Mover
File: MultiJumpLayeredMove.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 finishedjumps_in_air_remaining
(int32): [Read-Write]maximum_in_air_jumps
(int32): [Read-Write] Maximum Jumps an actor could perform while in the airmix_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)time_of_last_jump_ms
(float): [Read-Write]upwards_speed
(float): [Read-Write] Units per second, in whatever direction the target actor considers ‘up’