unreal.MockPhysicsComponent
¶
- class unreal.MockPhysicsComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementComponent
ActorComponent for running MockPhysicsSimulation
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: MockPhysicsComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classis_charging
(bool): [Read-Only] Currently charging up charge attackis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_charge_activated_event
(PhysicsChargeCueEvent): [Read-Write]on_charge_state_change
(MockPhysicsNotifyStateChange): [Read-Write]on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_jump_activated_event
(PhysicsJumpCueEvent): [Read-Write]pending_input_cmd
(MockPhysicsInputCmd): [Read-Write] Next local InputCmd that will be submitted. This is just one way to do it.primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!
- property on_charge_activated_event: PhysicsChargeCueEvent¶
[Read-Write]
- Type:
(PhysicsChargeCueEvent)
- property on_charge_state_change: MockPhysicsNotifyStateChange¶
[Read-Write]
- Type:
(MockPhysicsNotifyStateChange)
- property on_jump_activated_event: PhysicsJumpCueEvent¶
[Read-Write]
- Type:
(PhysicsJumpCueEvent)
- property pending_input_cmd: MockPhysicsInputCmd¶
[Read-Write] Next local InputCmd that will be submitted. This is just one way to do it.
- Type: