unreal.ChaosPathedMovementControllerComponent

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

Bases: ActorComponent

This controller component gives control over pathed movement of an actor with a mover component and an active pathed movement mode. You can start/stop, play forward or in reverse, play once or loop and play one way (0 to 1) or round trip (0 to 1 to 0). In async mode, control requests are sent as scheduled to take effect at a future frame, to give enough time for all end points to receive the request and react at the same exact scheduled frame.

C++ Source:

  • Plugin: ChaosMover

  • Module: ChaosMover

  • File: ChaosPathedMovementControllerComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • display_progress_preview_mesh (bool): [Read-Write] When true and the root component of the actor is a mesh, a duplicate mesh will be shown at PreviewMeshProgress along the starting/default path

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • initial_properties (ChaosMutablePathedMovementProperties): [Read-Write]

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_pathed_movement_bounced (ChaosMover_OnPathedMovementBounced): [Read-Write] Broadcast when the pathed movement has bounced (reached the end of one leg in a round trip)

  • on_pathed_movement_looping_playback_changed (ChaosMover_OnPathedMovementLoopingPlaybackChanged): [Read-Write] Broadcast when looping has changed

  • on_pathed_movement_one_way_playback_changed (ChaosMover_OnPathedMovementOneWayPlaybackChanged): [Read-Write] Broadcast when one way has changed

  • on_pathed_movement_reverse_playback_changed (ChaosMover_OnPathedMovementReversePlaybackChanged): [Read-Write] Broadcast when reverse has changed

  • on_pathed_movement_started (ChaosMover_OnPathedMovementStarted): [Read-Write] Broadcast when the pathed movement has started

  • on_pathed_movement_stopped (ChaosMover_OnPathedMovementStopped): [Read-Write] Broadcast when the pathed movement has stopped

  • preview_mesh_material (MaterialInterface): [Read-Write] The material to apply to the preview mesh displayed along the path at PreviewMeshProgress (leave empty for an exact duplicate)

  • preview_mesh_overall_path_progress (float): [Read-Write] How far along the starting/default path to preview the controlled mesh

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

get_preview_mesh_overall_path_progress() float

How far along the path progression to preview the controlled mesh

Return type:

float

get_progress_preview_mesh_material() MaterialInterface

The material to apply to the preview mesh displayed along the path at PreviewMeshProgress (leave empty for an exact duplicate)

Return type:

MaterialInterface

is_looping_playback() bool

Is the playback looping

Return type:

bool

is_one_way_playback() bool

Is the playback one way or round trip

Return type:

bool

is_playing_path() bool

Is a playback under way (not just requested) or stopped?

Return type:

bool

is_reverse_playback() bool

Is the playback in reverse

Return type:

bool

property on_pathed_movement_bounced: ChaosMover_OnPathedMovementBounced

[Read-Write] Broadcast when the pathed movement has bounced (reached the end of one leg in a round trip)

Type:

(ChaosMover_OnPathedMovementBounced)

property on_pathed_movement_looping_playback_changed: ChaosMover_OnPathedMovementLoopingPlaybackChanged

[Read-Write] Broadcast when looping has changed

Type:

(ChaosMover_OnPathedMovementLoopingPlaybackChanged)

property on_pathed_movement_one_way_playback_changed: ChaosMover_OnPathedMovementOneWayPlaybackChanged

[Read-Write] Broadcast when one way has changed

Type:

(ChaosMover_OnPathedMovementOneWayPlaybackChanged)

property on_pathed_movement_reverse_playback_changed: ChaosMover_OnPathedMovementReversePlaybackChanged

[Read-Write] Broadcast when reverse has changed

Type:

(ChaosMover_OnPathedMovementReversePlaybackChanged)

property on_pathed_movement_started: ChaosMover_OnPathedMovementStarted

[Read-Write] Broadcast when the pathed movement has started

Type:

(ChaosMover_OnPathedMovementStarted)

property on_pathed_movement_stopped: ChaosMover_OnPathedMovementStopped

[Read-Write] Broadcast when the pathed movement has stopped

Type:

(ChaosMover_OnPathedMovementStopped)

produce_input(sim_time_ms) MoverInputCmdContext

Contributes additions to the input cmd for this simulation frame. Typically this is translating accumulated user input (or AI state) into parameters that affect movement.

Parameters:

sim_time_ms (int32)

Returns:

input_cmd_result (MoverInputCmdContext):

Return type:

MoverInputCmdContext

request_looping_playback(wants_looping_playback, execution_type=ChaosPathedMovementExecutionType.AUTHORITY_ONLY, is_scheduled=True) None

Request the playback to be looping (True) or not (False)

Parameters:
request_one_way_playback(wants_one_way_playback, execution_type=ChaosPathedMovementExecutionType.AUTHORITY_ONLY, is_scheduled=True) None

Request the playback be one way (0->1), or round trip (there and back, 0->1->0)

Parameters:
request_reverse_playback(wants_reverse_playback, execution_type=ChaosPathedMovementExecutionType.AUTHORITY_ONLY, is_scheduled=True) None

Request to set playback in reverse (bWantsReversePlayback = True) or forward (False)

Parameters:
request_start_playing_path(execution_type=ChaosPathedMovementExecutionType.AUTHORITY_ONLY, is_scheduled=True) None

Request to start or resume moving along the path. If a previous non looping playback reached the end naturally, this will restart playback. see: EChaosPathedMovementExecutionType see: UChaosMoverSettings::PathedMovementSchedulingDelaySeconds

Parameters:
  • execution_type (ChaosPathedMovementExecutionType) – The execution type of this action

  • is_scheduled (bool) – If true, the execution will be delayed to leave enough time for all end points to receive request and start at the same frame to avoid a correction.

request_stop_playing_path(execution_type=ChaosPathedMovementExecutionType.AUTHORITY_ONLY, is_scheduled=True) None

Request to stop playback.

Parameters:
should_display_progress_preview_mesh() bool

Whether pathed movement debug draws should display a preview mesh at a given overall progress of the aggregate path

Return type:

bool

wants_looping_playback() bool

Do we want the playback to be looping or forward?

Return type:

bool

wants_one_way_playback() bool

Do we want the playback to be one way or round trip?

Return type:

bool

wants_playing_path() bool

Do we want to be starting or resuming playback?

Return type:

bool

wants_reverse_playback() bool

Do we want the playback to be in reverse?

Return type:

bool