unreal.MockRootMotionComponent

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

Bases: BaseMovementComponent

This component acts as the Driver for the FMockRootMotionSimulation It is essentially a standin for the movement component, and would be replaced by “new movement system” component. If we support “root motion without movement component” then this could either be that component, or possibly built into or inherit from a USkeletalMeshComponent.

The main thing this provides is:

-Interface for initiating root motions through the NP system (via client Input and via server “OOB” writes) -FinalizeFrame: take the output of the NP simulation and push it to the movement/animation components -Place holder implementation of IRootMotionSourceStore(the temp thing that maps our RootMotionSourceIDs -> actual sources)

C++ Source:

  • Plugin: NetworkPredictionExtras

  • Module: NetworkPredictionExtras

  • File: MockRootMotionComponent.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

  • asset_user_data_editor_only (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_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

  • 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!

create_root_motion_source(source) MockRootMotionSource

Create Root Motion Source

Parameters:

source (type(Class)) –

Return type:

MockRootMotionSource

input_play_root_motion_source(source) None

Input Play Root Motion Source

Parameters:

source (MockRootMotionSource) –

input_play_root_motion_source_by_class(source) None

Input Play Root Motion Source by Class

Parameters:

source (type(Class)) –

play_root_motion_source(source) None

Callable by authority. Plays “out of band” animation: e.g, directly sets the RootMotionSourceID on the sync state, rather than the pending InputCmd. This is analogous to outside code teleporting the actor (outside of the core simulation function)

Parameters:

source (MockRootMotionSource) –

play_root_motion_source_by_class(source) None

Play Root Motion Source by Class

Parameters:

source (type(Class)) –