unreal.ChaosPathedMovementReachedEndTransition

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

Bases: ChaosMovementModeTransition

Transition checking if an ongiong pathed movement mode has reached the end of the path

C++ Source:

  • Plugin: ChaosMover

  • Module: ChaosMover

  • File: ChaosPathedMovementReachedEndTransition.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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

  • 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

  • transition_to_mode (Name): [Read-Write] Name of movement mode to transition to when the pathed movement has reached the end of the path

property transition_to_mode: Name

[Read-Write] Name of movement mode to transition to when the pathed movement has reached the end of the path

Type:

(Name)