unreal.ChaosPathedMovementState¶
- class unreal.ChaosPathedMovementState¶
Bases:
MoverDataStructBaseState of a pathed movement that persists from frame to frame
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: ChaosPathedMovementTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
has_finished(bool): [Read-Only] Whether the previous playback finished by reaching the end of its overall progression (could be 0 or 1 depending on movement properties)is_path_progression_increasing(bool): [Read-Only] Whether traveling from 0 to 1 (true) or 1 to 0 (false)last_change_path_progress(float): [Read-Only] A path progress is a value between 0 and 1 that can be directly used along the path to calculate the position on it, 0.0 being a the start of the progression along the path, 1.0 being at the end of that progression. Note that this is not necessarily the start and end of that path as the start could be offset relative to the path primitive (say, a spline) LastChangePathProgress is the path progress we were at the last time an important change happened. We calculate the current progress based on that LastChangePathProgress, the number of frames elapsed since that change, and the progression rate, assuming all properties involved in updating that progress have not changedlast_change_time(MoverTime): [Read-Only] The time at which the last change in movement properties occurred (set to the start of that frame). FrameCount is valid in fixed-dt (async) mode; TimeMs is valid in variable-dt (non-async) mode. see: LastChangePathProgress, FMoverTime::ElapsedSecondsTolatest_movement_start_frame(int32): [Read-Only] The frame at which we last started playing, or INDEX_NONE if we were never playing. Used to order start requests against MovementStartFrame from inputs. See note on FChaosPathedMovementInputs.properties_in_effect(ChaosMutablePathedMovementProperties): [Read-Only] The mutable properties in effect