unreal.LayeredMove_JumpImpulse

class unreal.LayeredMove_JumpImpulse(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, upwards_speed: float = 0.0)

Bases: LayeredMoveBase

Jump Impulse: introduces an instantaneous upwards change in velocity. This overrides the existing ‘up’ component of the actor’s current velocity

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 finished

  • mix_mode (MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with others

  • priority (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)

  • upwards_speed (float): [Read-Write] Units per second, in whatever direction the target actor considers ‘up’

property upwards_speed: float

[Read-Write] Units per second, in whatever direction the target actor considers ‘up’

Type:

(float)