unreal.MoverComponent
¶
- class unreal.MoverComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Mover Component
C++ Source:
Plugin: Mover
Module: Mover
File: MoverComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(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.backend_class
(type(Class)): [Read-Write] Specifies which supporting back end class should drive this Mover actorcan_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 classgravity_accel_override
(Vector): [Read-Write] cm/s^2, only meaningful if bHasGravityOverride: is enabled. Set SetGravityOverride:has_gravity_override
(bool): [Read-Write] Whether or not gravity is overridden on this actor. Otherwise, fall back on world settings. See SetGravityOverride:input_producer
(Object): [Read-Write] Optional object for producing input cmds. Typically set at BeginPlay time. If not specified, defaulted input will be used.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmovement_mixer
(MovementMixer): [Read-Write] Optional object for mixing proposed moves.Typically set at BeginPlay time. If not specified, UDefaultMovementMixer will be used.movement_modes
(Map[Name, BaseMovementMode]): [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_movement_mode_changed
(Mover_OnMovementModeChanged): [Read-Write] Broadcast when a MovementMode has changed. Happens during a simulation tick if the mode changed that tick or when SetModeImmediately is used to change modes.on_post_simulation_rollback
(Mover_OnPostSimRollback): [Read-Write] Broadcast when a rollback has occurred, just before the next simulation tick occurson_post_simulation_tick
(Mover_OnPostSimTick): [Read-Write] Broadcast after each simulation tick and the state is finalizedon_pre_simulation_tick
(Mover_OnPreSimTick): [Read-Write] Broadcast before each simulation tickpersistent_sync_state_data_types
(Array[MoverDataPersistence]): [Read-Write] List of types that should always be present in this actor’s sync stateprimary_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!shared_settings
(Array[Object]): [Read-Write] Collection of settings objects that are shared between movement modes. This list is automatically managed based on the MovementModes: contents.starting_movement_mode
(Name): [Read-Write] Name of the first mode to start in when simulation begins. Must have a mapping in MovementModes. Only used during initialization.supports_kinematic_based_movement
(bool): [Read-Write] If enabled, this actor will be moved to follow a base actor that it’s standing on. Typically disabled for physics-based movement, which handles based movement internally.transitions
(Array[BaseMovementModeTransition]): [Read-Write] Transition checks that are always evaluated regardless of mode. Evaluated in order, stopping at the first successful transition check. Mode-owned transitions take precedence. */
- add_movement_mode_from_class(mode_name, movement_mode) BaseMovementMode ¶
Add a movement mode to available movement modes. Returns true if the movement mode was added successfully. Returns the mode that was made.
- Parameters:
- Return type:
- add_movement_mode_from_object(mode_name, movement_mode) bool ¶
Add a movement mode to available movement modes. Returns true if the movement mode was added successfully
- Parameters:
mode_name (Name) –
movement_mode (BaseMovementMode) –
- Return type:
- find_movement_mode(movement_mode) BaseMovementMode ¶
Find Movement Mode
- Parameters:
- Return type:
Find settings object by type. Returns null if there is none of that type
Find mutable settings object by type. Returns null if there is none of that type
- get_future_trajectory(future_seconds, samples_per_second) Array[TrajectorySampleInfo] ¶
Get a sampling of where the actor is projected to be in the future, based on a current state. Note that this is projecting ideal movement without doing full simulation and collision.
- Parameters:
- Return type:
- get_gravity_acceleration() Vector ¶
Get the current acceleration due to gravity (cm/s^2) in worldspace
- Return type:
- get_last_input_cmd() MoverInputCmdContext ¶
Access the most recently-used inputs. Check HasValidCachedInputCmd: first.
- Return type:
- get_movement_base() PrimitiveComponent ¶
Get the current movement base. Null if there isn’t one.
- Return type:
- get_movement_base_bone_name() Name ¶
Get the current movement base bone, NAME_None if there isn’t one.
- Return type:
- get_movement_intent() Vector ¶
Get the intended movement direction in worldspace with magnitude (range 0-1)
- Return type:
- get_sim_blackboard() MoverBlackboard ¶
Access the read-only version of the Mover’s Blackboard
- Return type:
- get_sync_state() MoverSyncState ¶
Access the most recent captured sync state. Check HasValidCachedState: first.
- Return type:
- get_target_orientation() Rotator ¶
Get the orientation that the actor is moving towards
- Return type:
- get_up_direction() Vector ¶
Get the normalized direction considered “up” in worldspace. Typically aligned with gravity, and typically determines the plane an actor tries to move along.
- Return type:
- handle_impact() MoverOnImpactParams ¶
Handle a blocking impact.
- Returns:
impact_params (MoverOnImpactParams):
- Return type:
- has_valid_cached_input_cmd() bool ¶
Signals whether we have input data saved yet. If not, input queries will not be meaningful.
- Return type:
- has_valid_cached_state() bool ¶
Signals whether we have a sync state saved yet. If not, most queries will not be meaningful.
- Return type:
- property input_producer: Object¶
[Read-Write] Optional object for producing input cmds. Typically set at BeginPlay time. If not specified, defaulted input will be used.
- Type:
(Object)
- property movement_mixer: MovementMixer¶
[Read-Write] Optional object for mixing proposed moves.Typically set at BeginPlay time. If not specified, UDefaultMovementMixer will be used.
- Type:
- property movement_modes: None¶
[Read-Only]
- Type:
(Map[Name, BaseMovementMode])
- property on_movement_mode_changed: Mover_OnMovementModeChanged¶
[Read-Write] Broadcast when a MovementMode has changed. Happens during a simulation tick if the mode changed that tick or when SetModeImmediately is used to change modes.
- Type:
- property on_post_simulation_rollback: Mover_OnPostSimRollback¶
[Read-Write] Broadcast when a rollback has occurred, just before the next simulation tick occurs
- Type:
- property on_post_simulation_tick: Mover_OnPostSimTick¶
[Read-Write] Broadcast after each simulation tick and the state is finalized
- Type:
- property on_pre_simulation_tick: Mover_OnPreSimTick¶
[Read-Write] Broadcast before each simulation tick
- Type:
- property persistent_sync_state_data_types: None¶
[Read-Write] List of types that should always be present in this actor’s sync state
- Type:
- queue_next_mode(desired_mode_name, should_reenter=False) None ¶
Queue a movement mode change to occur during the next simulation frame. If bShouldReenter is true, then a mode change will occur even if already in that mode.
- remove_movement_mode(mode_name) bool ¶
Removes a movement mode from available movement modes. Returns number of modes removed from the available movement modes.
- set_gravity_override(override_gravity, gravity_acceleration=[0.000000, 0.000000, 0.000000]) None ¶
Set gravity override, as a directional acceleration in worldspace. Gravity on Earth would be {x=0,y=0,z=-980}
- property starting_movement_mode: Name¶
[Read-Only] Name of the first mode to start in when simulation begins. Must have a mapping in MovementModes. Only used during initialization.
- Type:
(Name)