unreal.ChaosCharacterWalkingExecutor

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

Bases: ChaosMoveExecutorBase

UChaosCharacterWalkingExecutor: 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 incline

  • ground_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 target

  • should_apply_angular_velocity_to_target (bool): [Read-Write] Whether the character can apply angular velocity in response to stick input

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

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

  • target_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

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)

property should_apply_angular_velocity_to_target: bool

[Read-Write] Whether the character can apply angular velocity in response to stick input

Type:

(bool)

should_character_remain_upright() bool

Should Character Remain Upright

Return type:

bool

update_current_floor(time_step) None

Update Current Floor

Parameters:

time_step (MoverTimeStep)