unreal.ChaosCharacterWalkingExecutor¶
- class unreal.ChaosCharacterWalkingExecutor(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ChaosMoveExecutorBaseUChaosCharacterWalkingExecutor: a concrete UChaosMoveExecutorBase that applies walking physics to the Chaos character ground constraint simulation.
This executor also implements IChaosCharacterMovementModeInterface and IChaosCharacterConstraintMovementModeInterface. When used inside a UChaosCompositeMovementMode, CollectSimulationInterfaces automatically exposes those interfaces to the simulation.
The physics application logic (ExecuteMove_Async) is equivalent to UChaosWalkingMode::SimulationTick_Implementation. Move generation is intentionally left to the paired UChaosMoverSourceBase — use UChaosLayeredMoveSource or a custom subclass to drive the proposed velocity each tick.
OnModeRegistered resolves TargetHeight and QueryRadius from the owning character and locates the shared movement settings — all on the game thread before simulation begins.
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: ChaosCharacterWalkingExecutor.h
Editor Properties: (see get_editor_property/set_editor_property)
fractional_downward_velocity_to_target(float): [Read-Write] Controls how much downward velocity is applied to keep the character rooted to the ground when within MaxStepHeight of the surface.fractional_ground_reaction(float): [Read-Write] Controls the reaction force applied to the ground in the ground plane when the character is moving. 1 = full reaction force, 0 = normal force only.fractional_radial_force_limit_scaling(float): [Read-Write] Scaling applied to the radial force limit to raise the limit to always allow the character to reach the motion target. 1 = scale as needed, 0 = no scaling.friction_force_limit(float): [Read-Write] Maximum force the character can apply to hold in place while standing on an unwalkable inclineground_damping(float): [Read-Write] Damping factor to control the softness of the interaction between the character and the ground. Set to 0 for no damping and 1 for maximum damping.query_radius_override(Optional[float]): [Read-Write] Optional override for the ground query radius. If unset, derived from capsule radius.radial_force_limit(float): [Read-Write] Maximum force the character can apply to reach the motion targetshould_apply_angular_velocity_to_target(bool): [Read-Write] Whether the character can apply angular velocity in response to stick inputshould_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.twist_torque_limit(float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis
- property should_apply_angular_velocity_to_target: bool¶
[Read-Write] Whether the character can apply angular velocity in response to stick input
- Type:
(bool)
- update_current_floor(time_step) None¶
Update Current Floor
- Parameters:
time_step (MoverTimeStep)