unreal.RelativeBaseInfo

class unreal.RelativeBaseInfo(movement_base: PrimitiveComponent = Ellipsis, bone_name: Name = 'None', location: Vector = Ellipsis, rotation: Quat = Ellipsis, contact_local_position: Vector = Ellipsis)

Bases: StructBase

Data about the object a Mover actor is basing its movement on, such as when standing on a moving platform

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: BasedMovementUtils.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_name (Name): [Read-Only] Bone name on component, for skeletal meshes. NAME_None if not a skeletal mesh or if bone is invalid.

  • contact_local_position (Vector): [Read-Only] Last captured location of the tethering point where the Mover actor is “attached”, relative to the base.

  • location (Vector): [Read-Only] Last captured worldspace location of MovementBase / Bone

  • movement_base (PrimitiveComponent): [Read-Only] Component we are moving relative to

  • rotation (Quat): [Read-Only] Last captured worldspace orientation of MovementBase / Bone

property bone_name: Name

[Read-Only] Bone name on component, for skeletal meshes. NAME_None if not a skeletal mesh or if bone is invalid.

Type:

(Name)

property contact_local_position: Vector

[Read-Only] Last captured location of the tethering point where the Mover actor is “attached”, relative to the base.

Type:

(Vector)

property location: Vector

[Read-Only] Last captured worldspace location of MovementBase / Bone

Type:

(Vector)

property movement_base: PrimitiveComponent

[Read-Only] Component we are moving relative to

Type:

(PrimitiveComponent)

property rotation: Quat

[Read-Only] Last captured worldspace orientation of MovementBase / Bone

Type:

(Quat)