unreal.MoverSyncState

class unreal.MoverSyncState(movement_mode: Name = 'None', layered_moves: LayeredMoveGroup = Ellipsis, sync_state_collection: MoverDataCollection = [])

Bases: StructBase

State we are evolving frame to frame and keeping in sync (frequently changing). It is composed of a collection of typed structs that can be customized per project. Mover actors are required to have FMoverDefaultSyncState as one of these structs.

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: MoverSimulationTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • layered_moves (LayeredMoveGroup): [Read-Write] Additional moves influencing our proposed motion

  • movement_mode (Name): [Read-Write] The mode we ended up in from the prior frame, and which we’ll start in during the next frame

  • sync_state_collection (MoverDataCollection): [Read-Write]

property layered_moves: LayeredMoveGroup

[Read-Write] Additional moves influencing our proposed motion

Type:

(LayeredMoveGroup)

property movement_mode: Name

[Read-Write] The mode we ended up in from the prior frame, and which we’ll start in during the next frame

Type:

(Name)

property sync_state_collection: MoverDataCollection

[Read-Write]

Type:

(MoverDataCollection)