unreal.LayeredMove_Launch

class unreal.LayeredMove_Launch(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, launch_velocity: Vector = Ellipsis, force_movement_mode: Name = 'None')

Bases: LayeredMoveBase

Launch Move: provides an impulse velocity to the actor after (optionally) forcing them into a particular movement mode

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: LaunchMove.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

  • force_movement_mode (Name): [Read-Write] Optional movement mode name to force the actor into before applying the impulse velocity.

  • launch_velocity (Vector): [Read-Write] Velocity to apply to the actor. Could be additive or overriding depending on MixMode setting.

  • 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)

property force_movement_mode: Name

[Read-Write] Optional movement mode name to force the actor into before applying the impulse velocity.

Type:

(Name)

property launch_velocity: Vector

[Read-Write] Velocity to apply to the actor. Could be additive or overriding depending on MixMode setting.

Type:

(Vector)