unreal.PhysicsDrivenWalkingMode
¶
- class unreal.PhysicsDrivenWalkingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
WalkingMode
PhysicsDrivenWalkingMode: Override base kinematic walking mode for physics based motion.
C++ Source:
Plugin: Mover
Module: Mover
File: PhysicsDrivenWalkingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
fractional_downward_velocity_to_target
(float): [Read-Write] Controls how much downward velocity is applied to keep the character rooted to the ground when the character is within MaxStepHeight of the ground surface.fractional_velocity_to_target
(float): [Read-Write] With this enabled, in addition to the constraint radial force, the mover applies an initial velocity to reach the target movement. This allows for a separation between pushing force and force to reach the target movement. A value of 1 means the character will always be able to reach the target motion (if there are no obstacles) regardless of the radial force limit. A value of 0 means the only thing moving the character is the constraintfriction_force_limit
(float): [Read-Write] Maximum force the character can apply to hold in place while standing on an unwalkable inclineground_damping
(float): [Read-Write] Damping factor to control the softness of the interaction between the character and the ground Set to 0 for no damping and 1 for maximum dampingmax_unsupported_time_before_falling
(float): [Read-Write] Time limit for being unsupported before moving from a walking to a falling state. This provides some grace period when walking off of an edge during which locomotion and jumping are still possible even though the character has started falling under gravityradial_force_limit
(float): [Read-Write] Maximum force the character can apply to reach the motion targetshared_settings_class
(type(Class)): [Read-Write] Settings object type that this mode depends on. May be shared with other movement modes. When the mode is added to a Mover Component, it will create a shared instance of this settings class.swing_torque_limit
(float): [Read-Write] Maximum torque the character can apply to remain uprighttarget_height
(float): [Read-Write] Target height for the character. This is the desired distance from the center of the capsule to the floortransitions
(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition checkturn_generator
(Object): [Read-Write] Optional modular object for generating rotation towards desired orientation. If not specified, linear interpolation will be used.twist_torque_limit
(float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis