unreal.ChaosCompositeMovementMode¶
- class unreal.ChaosCompositeMovementMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ChaosMovementModeUChaosCompositeMovementMode: a ChaosMover movement mode that composes a UChaosMoverSourceBase (what velocity to produce) with a UChaosMoveExecutorBase (how to apply it to the physics simulation). This separates move generation from physics application so that both can be configured and swapped independently.
All simulation methods are async-safe — no AActor or UActorComponent access.
When MoveSource::IsFinished() returns true, the mode automatically transitions to NextModeName (if set). The Transitions array can be used for additional conditions.
If the executor implements IChaosCharacterMovementModeInterface and/or IChaosCharacterConstraintMovementModeInterface, CollectSimulationInterfaces automatically exposes those to the simulation – no subclassing required.
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: ChaosCompositeMovementMode.h
Editor Properties: (see get_editor_property/set_editor_property)
gameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement modeignored_collision_mode(ChaosMoverIgnoredCollisionMode): [Read-Write]move_executor(ChaosMoveExecutorBase): [Read-Write] Applies the proposed move to the Chaos physics simulation state each tick.move_source(ChaosMoverSourceBase): [Read-Write] The source that produces a FProposedMove each tick.next_mode_name(Name): [Read-Write] Mode to transition to when MoveSource::IsFinished() returns true. NAME_None = no auto-transition.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.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 functionstransitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition check