unreal.LayeredMove_JumpTo

class unreal.LayeredMove_JumpTo(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, jump_distance: float = 0.0, jump_height: float = 0.0, use_actor_rotation: bool = False, jump_rotation: Rotator = Ellipsis, path_offset_curve: CurveVector = Ellipsis, time_mapping_curve: CurveFloat = Ellipsis)

Bases: LayeredMoveBase

JumpTo: Moves this actor in a more jump-like manner - specifying height and distance of jump rather than just upwards speed Note: this layered move is only intended for Mover actors using Z as it’s up direction

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

  • jump_distance (float): [Read-Write] Distance this jump impulse is supposed to reach

  • jump_height (float): [Read-Write] Height this jump impulse is supposed to reach

  • jump_rotation (Rotator): [Read-Write] Direction to jump in. Only used if bUseActorRotation is false

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

  • path_offset_curve (CurveVector): [Read-Write] Optional CurveVector used to offset the actor from the path

  • 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)

  • time_mapping_curve (CurveFloat): [Read-Write] Optional CurveFloat to modify jump impulse over the duration of the impulse

  • use_actor_rotation (bool): [Read-Write] If true this jump will use the actor’s rotation for jump direction instead of the Jump Rotation property.

property jump_distance: float

[Read-Write] Distance this jump impulse is supposed to reach

Type:

(float)

property jump_height: float

[Read-Write] Height this jump impulse is supposed to reach

Type:

(float)

property jump_rotation: Rotator

[Read-Write] Direction to jump in. Only used if bUseActorRotation is false

Type:

(Rotator)

property path_offset_curve: CurveVector

[Read-Write] Optional CurveVector used to offset the actor from the path

Type:

(CurveVector)

property time_mapping_curve: CurveFloat

[Read-Write] Optional CurveFloat to modify jump impulse over the duration of the impulse

Type:

(CurveFloat)

property use_actor_rotation: bool

[Read-Write] If true this jump will use the actor’s rotation for jump direction instead of the Jump Rotation property.

Type:

(bool)