unreal.ChaosCompositeMovementMode

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

Bases: ChaosMovementMode

UChaosCompositeMovementMode: 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 mode

  • ignored_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 functions

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

property next_mode_name: Name

[Read-Write] Mode to transition to when MoveSource::IsFinished() returns true. NAME_None = no auto-transition.

Type:

(Name)