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 finishedjump_distance
(float): [Read-Write] Distance this jump impulse is supposed to reachjump_height
(float): [Read-Write] Height this jump impulse is supposed to reachjump_rotation
(Rotator): [Read-Write] Direction to jump in. Only used if bUseActorRotation is falsemix_mode
(MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with otherspath_offset_curve
(CurveVector): [Read-Write] Optional CurveVector used to offset the actor from the pathpriority
(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 impulseuse_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:
- property time_mapping_curve: CurveFloat¶
[Read-Write] Optional CurveFloat to modify jump impulse over the duration of the impulse
- Type: