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 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_charging (bool): [Read-Only] Currently charging up charge attack

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

  • on_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 reset

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

  • on_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 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!

property is_charging: bool

[Read-Only] Currently charging up charge attack

Type:

(bool)

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:

(MockPhysicsInputCmd)