unreal.ChaosCharacterAirExecutor¶
- class unreal.ChaosCharacterAirExecutor(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ChaosMoveExecutorBaseUChaosCharacterAirExecutor: a concrete UChaosMoveExecutorBase that applies air physics to the character’s sync state each simulation tick.
Implements IChaosCharacterMovementModeInterface and IChaosCharacterConstraintMovementModeInterface so that it works correctly when used inside a UChaosCompositeMovementMode (which delegates interface resolution to the executor via CollectSimulationInterfaces). The constraint is enabled with RadialForceLimit = 0 so it provides only upright swing torque, not positional driving force – velocity-based movement is applied via SetV each post-simulation tick.
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: ChaosCharacterAirExecutor.h
Editor Properties: (see get_editor_property/set_editor_property)
query_radius_override(Optional[float]): [Read-Write] Optional override for the ground query radius. If unset, derived from capsule radius.should_character_remain_upright(bool): [Read-Write] Controls whether the character capsule is forced to remain uprightswing_torque_limit(float): [Read-Write] Maximum torque the character can apply to remain uprighttarget_height_override(Optional[float]): [Read-Write] Optional override for target height (desired distance from capsule center to floor). If unset, derived automatically from the owning character’s skeletal mesh Z offset.
- update_current_floor(time_step) None¶
Update Current Floor
- Parameters:
time_step (MoverTimeStep)