unreal.ChaosPathedMovementControllerComponent¶
- class unreal.ChaosPathedMovementControllerComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponentThis 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 componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 patheditable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classinitial_properties(ChaosMutablePathedMovementProperties): [Read-Write]is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_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 changedon_pathed_movement_one_way_playback_changed(ChaosMover_OnPathedMovementOneWayPlaybackChanged): [Read-Write] Broadcast when one way has changedon_pathed_movement_reverse_playback_changed(ChaosMover_OnPathedMovementReversePlaybackChanged): [Read-Write] Broadcast when reverse has changedon_pathed_movement_started(ChaosMover_OnPathedMovementStarted): [Read-Write] Broadcast when the pathed movement has startedon_pathed_movement_stopped(ChaosMover_OnPathedMovementStopped): [Read-Write] Broadcast when the pathed movement has stoppedpreview_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 meshprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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:
- 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:
- 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)
- property on_pathed_movement_looping_playback_changed: ChaosMover_OnPathedMovementLoopingPlaybackChanged¶
[Read-Write] Broadcast when looping has changed
- property on_pathed_movement_one_way_playback_changed: ChaosMover_OnPathedMovementOneWayPlaybackChanged¶
[Read-Write] Broadcast when one way has changed
- property on_pathed_movement_reverse_playback_changed: ChaosMover_OnPathedMovementReversePlaybackChanged¶
[Read-Write] Broadcast when reverse has changed
- property on_pathed_movement_started: ChaosMover_OnPathedMovementStarted¶
[Read-Write] Broadcast when the pathed movement has started
- property on_pathed_movement_stopped: ChaosMover_OnPathedMovementStopped¶
[Read-Write] Broadcast when the pathed movement has stopped
- 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:
- 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:
wants_looping_playback (bool)
execution_type (ChaosPathedMovementExecutionType)
is_scheduled (bool)
- 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:
wants_one_way_playback (bool)
execution_type (ChaosPathedMovementExecutionType)
is_scheduled (bool)
- 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:
wants_reverse_playback (bool)
execution_type (ChaosPathedMovementExecutionType)
is_scheduled (bool)
- 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:
execution_type (ChaosPathedMovementExecutionType)
is_scheduled (bool)
- 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: