unreal.ChaosCharacterWaterCheck

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

Bases: ChaosMovementModeTransition

Chaos Character Water Check

C++ Source:

  • Plugin: ChaosMover

  • Module: ChaosMover

  • File: ChaosCharacterWaterCheck.h

Editor Properties: (see get_editor_property/set_editor_property)

  • air_mode_name (Name): [Read-Write] Name of movement mode to transition to when exiting water but ground is not in reach.

  • 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

  • ground_mode_name (Name): [Read-Write] Name of movement mode to transition to when ground is within reach.

  • 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

  • water_mode_name (Name): [Read-Write] Name of movement mode to transition to when immersed in water.

  • water_mode_start_immersion_depth (float): [Read-Write] Depth at which the pawn starts water mode. Measured from the center of the collision shape.

  • water_mode_stop_immersion_depth (float): [Read-Write] Depth at which the pawn stops water mode. Measured from the center of the collision shape.

property air_mode_name: Name

[Read-Write] Name of movement mode to transition to when exiting water but ground is not in reach.

Type:

(Name)

property ground_mode_name: Name

[Read-Write] Name of movement mode to transition to when ground is within reach.

Type:

(Name)

property water_mode_name: Name

[Read-Write] Name of movement mode to transition to when immersed in water.

Type:

(Name)

property water_mode_start_immersion_depth: float

[Read-Write] Depth at which the pawn starts water mode. Measured from the center of the collision shape.

Type:

(float)

property water_mode_stop_immersion_depth: float

[Read-Write] Depth at which the pawn stops water mode. Measured from the center of the collision shape.

Type:

(float)