unreal.AsyncFlyingMode¶
- class unreal.AsyncFlyingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementModeAsyncFlyingMode: a default movement mode for moving through the air freely, but still interacting with blocking geometry. The moving actor will remain upright vs the movement plane. This mode is threadsafe, and simulates movement without actually modifying any scene component(s).
C++ Source:
Plugin: Mover
Module: Mover
File: AsyncFlyingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
gameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement moderespect_distance_over_walkable_surfaces(bool): [Read-Write] If true, the actor will ‘float’ above any walkable surfaces to maintain the same height as ground-based modes. This can prevent pops when transitioning to ground-based movement, at the cost of performing floor checks while flying.shared_settings_classes(Array[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.supports_async(bool): [Read-Write] Whether this movement mode supports being part of an asynchronous movement simulation (running concurrently with the gameplay thread) Specifically for the GenerateMove and SimulationTick functionstransitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition check
- property respect_distance_over_walkable_surfaces: bool¶
[Read-Write] If true, the actor will ‘float’ above any walkable surfaces to maintain the same height as ground-based modes. This can prevent pops when transitioning to ground-based movement, at the cost of performing floor checks while flying.
- Type:
(bool)