unreal.MockFlyingAbilityComponent

class unreal.MockFlyingAbilityComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: FlyingMovementComponent

ActorComponent for running Mock Ability Simulation

C++ Source:

  • Plugin: NetworkPredictionExtras

  • Module: NetworkPredictionExtras

  • File: MockAbilitySimulation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_blink_activate_event (MockAbilityBlinkCueEvent): [Read-Write]

  • on_blink_activate_event_rollback (MockAbilityBlinkCueRollback): [Read-Write]

  • on_blink_state_change (MockAbilityNotifyStateChange): [Read-Write] Notifies when Blink Changes

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_dash_state_change (MockAbilityNotifyStateChange): [Read-Write] Notifies when Dash state changes

  • on_physics_gun_fir_event (MockAbilityPhysicsGunFireEvent): [Read-Write]

  • on_sprint_state_change (MockAbilityNotifyStateChange): [Read-Write] Notifies when Sprint state changes

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

Get Blink Warmup Time Seconds

Return type:

float

get_max_stamina() float

Get Max Stamina

Return type:

float

get_stamina() float

Get Stamina

Return type:

float

is_blinking() bool

Are we currently in the blinking (startup) state

Return type:

bool

is_dashing() bool

Are we currently in the dashing state

Return type:

bool

is_sprinting() bool

Are we currently in the sprinting state

Return type:

bool

[Read-Write]

Type:

(MockAbilityBlinkCueEvent)

[Read-Write]

Type:

(MockAbilityBlinkCueRollback)

[Read-Write] Notifies when Blink Changes

Type:

(MockAbilityNotifyStateChange)

property on_dash_state_change: MockAbilityNotifyStateChange

[Read-Write] Notifies when Dash state changes

Type:

(MockAbilityNotifyStateChange)

property on_physics_gun_fir_event: MockAbilityPhysicsGunFireEvent

[Read-Write]

Type:

(MockAbilityPhysicsGunFireEvent)

property on_sprint_state_change: MockAbilityNotifyStateChange

[Read-Write] Notifies when Sprint state changes

Type:

(MockAbilityNotifyStateChange)