unreal.FollowSplineMode

class unreal.FollowSplineMode(outer: Object | None = None, name: Name | str = 'None')

Bases: BaseMovementMode

FollowSplineMode: This mode performs movement of the associated actor, along a spline. Default settings will provide a follow from start to end of the Spline. However, the start and end offsets could make the actor trace intermediate paths along the spline.

C++ Source:

  • Plugin: MoverExamples

  • Module: MoverExamples

  • File: FollowSplineMode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • behaviour_type (InterpToBehaviourType): [Read-Write] Follow Mode for Path Following

  • constant_follow_velocity (bool): [Read-Write] Should Mover follow spline with constant velocity

  • control_spline (SplineComponent): [Read-Only]

  • custom_duration_seconds_override (float): [Read-Write] If greater than zero, the follow motion would map the spline time to this duration.

  • end_offset (SplineOffsetRangeInput): [Read-Write] Optional end offset to define ranged follow

  • interpolation_curve (CurveFloat): [Read-Write] Optional Interpolation curve to dictate the speed and position for follow

  • orient_mover_to_movement (bool): [Read-Write] Should Mover face in the direction of movement at all times

  • rotation_type (FollowSplineRotationType): [Read-Write] Rotation Mode for Path Following

  • shared_settings_class (type(Class)): [Read-Write] Settings object type that this mode depends on. May be shared with other movement modes. When the mode is added to a Mover Component, it will create a shared instance of this settings class.

  • start_offset (SplineOffsetRangeInput): [Read-Write] Optional starting offset to define ranged follow

  • start_reveresed (bool): [Read-Write] Should the mover start following from the End

  • transitions (Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition check

property behaviour_type: InterpToBehaviourType

[Read-Write] Follow Mode for Path Following

Type:

(InterpToBehaviourType)

property constant_follow_velocity: bool

[Read-Write] Should Mover follow spline with constant velocity

Type:

(bool)

property control_spline: SplineComponent

[Read-Only]

Type:

(SplineComponent)

property custom_duration_seconds_override: float

[Read-Write] If greater than zero, the follow motion would map the spline time to this duration.

Type:

(float)

property end_offset: SplineOffsetRangeInput

[Read-Write] Optional end offset to define ranged follow

Type:

(SplineOffsetRangeInput)

property interpolation_curve: CurveFloat

[Read-Write] Optional Interpolation curve to dictate the speed and position for follow

Type:

(CurveFloat)

on_generate_move(start_state, time_step) ProposedMove

On Generate Move

Parameters:
Returns:

out_proposed_move (ProposedMove):

Return type:

ProposedMove

on_simulation_tick(params) MoverTickEndData

On Simulation Tick

Parameters:

params (SimulationTickParams) –

Returns:

output_state (MoverTickEndData):

Return type:

MoverTickEndData

property orient_mover_to_movement: bool

[Read-Write] Should Mover face in the direction of movement at all times

Type:

(bool)

property rotation_type: FollowSplineRotationType

[Read-Write] Rotation Mode for Path Following

Type:

(FollowSplineRotationType)

set_control_spline(spline_provider_actor, offset=[0.000000, SplineOffsetUnit.PERCENTAGE]) None

Set Control Spline

Parameters:
property start_offset: SplineOffsetRangeInput

[Read-Write] Optional starting offset to define ranged follow

Type:

(SplineOffsetRangeInput)

property start_reveresed: bool

[Read-Write] Should the mover start following from the End

Type:

(bool)