unreal.ChaosCharacterJumpCheck¶
- class unreal.ChaosCharacterJumpCheck(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ChaosMovementModeTransitionChaos Character Jump Check
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: ChaosCharacterJumpCheck.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 infirst_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 transitionfractional_ground_reaction_impulse(float): [Read-Write] Controls how much of the jump impulse the character will apply to the ground. A value of 0 means no impulse will be applied to the ground. A value of 1 means that the full equal and opposite jump impulse will be applied.jump_upwards_speed(float): [Read-Write] Instantaneous speed induced in an actor upon jumpingshared_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 functionstransition_to_mode(Name): [Read-Write] Name of movement mode to transition to when jumping
- property fractional_ground_reaction_impulse: float¶
[Read-Write] Controls how much of the jump impulse the character will apply to the ground. A value of 0 means no impulse will be applied to the ground. A value of 1 means that the full equal and opposite jump impulse will be applied.
- Type:
(float)