unreal.ChaosCharacterFallingCheck

class unreal.ChaosCharacterFallingCheck(outer: Object | None = None, name: Name | str = 'None')

Bases: ChaosMovementModeTransition

Chaos Character Falling Check

C++ Source:

  • Plugin: ChaosMover

  • Module: ChaosMover

  • File: ChaosCharacterFallingCheck.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_mode_reentry (bool): [Read-Write] Whether this transition should reenter a mode if it evaluates true and wants to transition into a mode the actor is already in

  • first_sub_step_only (bool): [Read-Write] Whether this transition should only apply to the first step of the update. If true, modes reached after transitions or mode changes in the current update will not consider this transition

  • max_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 gravity

  • shared_settings_classes (Array[type(Class)]): [Read-Write] Settings object type that this mode depends on. May be shared with other transitions and movement modes. When the transition 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 transition supports being part of an asynchronous movement simulation (running concurrently with the gameplay thread) Specifically for the Evaluate and Trigger functions

  • transition_to_falling_mode (Name): [Read-Write] Name of movement mode to transition to when landing on ground

property transition_to_falling_mode: Name

[Read-Write] Name of movement mode to transition to when landing on ground

Type:

(Name)