unreal.ChaosCharacterMovementMode

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

Bases: ChaosMovementMode

Base class for all Chaos character movement modes

C++ Source:

  • Plugin: ChaosMover

  • Module: ChaosMover

  • File: ChaosCharacterMovementMode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • friction_override_mode (CharacterMoverFrictionOverrideMode): [Read-Write] Allows the mode to override friction on collision with other physics bodies.

  • gameplay_tags (GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement mode

  • ignored_collision_mode (ChaosMoverIgnoredCollisionMode): [Read-Write]

  • query_radius_override (‘undefined’): [Read-Write] Radius used for ground queries

  • radial_force_limit (float): [Read-Write] Maximum force the character can apply to reach the motion target

  • 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.

  • should_character_remain_upright (bool): [Read-Write] Controls whether the character capsule is forced to remain upright

  • 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 functions

  • swing_torque_limit (float): [Read-Write] Maximum torque the character can apply to remain upright

  • target_height_override (‘undefined’): [Read-Write] Optional override target height for the character (the desired distance from the center of the capsule to the floor). If left blank, the -Z offset of the owning character’s skeletal mesh comp will be used automatically.

  • transitions (Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition check

  • twist_torque_limit (float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis

clear_acceleration_override() None

Clear Acceleration Override

clear_max_speed_override() None

Clear Max Speed Override

get_acceleration() float

Get Acceleration

Return type:

float

get_ground_query_radius() float

Get Ground Query Radius

Return type:

float

get_max_speed() float

Get Max Speed

Return type:

float

get_max_walk_slope_cosine() float

Get Max Walk Slope Cosine

Return type:

float

get_target_height() float

Get Target Height

Return type:

float

override_acceleration(value) None

Override Acceleration

Parameters:

value (float)

override_max_speed(value) None

Override Max Speed

Parameters:

value (float)

should_character_remain_upright() bool

Should Character Remain Upright

Return type:

bool