unreal.GroundMovementUtils
¶
- class unreal.GroundMovementUtils(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
GroundMovementUtils: a collection of stateless static BP-accessible functions for a variety of ground movement-related operations
C++ Source:
Plugin: Mover
Module: Mover
File: GroundMovementUtils.h
- classmethod compute_controlled_ground_move(params) ProposedMove ¶
Generate a new movement based on move/orientation intents and the prior state, constrained to the ground movement plane. Also applies deceleration friction as necessary.
- Parameters:
params (GroundMoveParams) –
- Return type:
- classmethod compute_deflected_move_onto_ramp(orig_move_delta, ramp_hit_result, max_walk_slope_cosine, hit_from_line_trace) Vector ¶
Used to change a movement to be along a ramp’s surface, typically to prevent slow movement when running up/down a ramp
- classmethod try_walk_to_slide_along_surface(updated_component, updated_primitive, mover_component, delta, pct_of_delta_to_move, rotation, normal, handle_impact, max_walk_slope_cosine, max_step_height) -> (float, hit=HitResult, move_record=MovementRecord)¶
Attempts to move a component along a surface in the walking mode. Returns the percent of time applied, with 0.0 meaning no movement occurred. Note: This modifies the normal and calls UMovementUtils::TryMoveToSlideAlongSurface
- Parameters:
updated_component (SceneComponent) –
updated_primitive (PrimitiveComponent) –
mover_component (MoverComponent) –
delta (Vector) –
pct_of_delta_to_move (float) –
rotation (Quat) –
normal (Vector) –
handle_impact (bool) –
max_walk_slope_cosine (float) –
max_step_height (float) –
- Returns:
hit (HitResult):
move_record (MovementRecord):
- Return type:
tuple