unreal.ChaosWalkingMode¶
- class unreal.ChaosWalkingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ChaosCharacterMovementModeChaos character walking mode
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: ChaosWalkingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
fractional_downward_velocity_to_target(float): [Read-Write] Controls how much downward velocity is applied to keep the character rooted to the ground when the character is within MaxStepHeight of the ground surface.fractional_ground_reaction(float): [Read-Write] Controls the reaction force applied to the ground in the ground plane when the character is moving A value of 1 means that the full reaction force is applied A value of 0 means the character only applies a normal force to the ground and no tangential forcefractional_radial_force_limit_scaling(float): [Read-Write] Scaling applied to the radial force limit to raise the limit to always allow the character to reach the motion target/ A value of 1 means that the radial force limit will be increased as needed to match the force required to achieve the motion target. A value of 0 means no scaling will be applied.friction_force_limit(float): [Read-Write] Maximum force the character can apply to hold in place while standing on an unwalkable inclinegameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement modeground_damping(float): [Read-Write] Damping factor to control the softness of the interaction between the character and the ground Set to 0 for no damping and 1 for maximum dampingignored_collision_mode(ChaosMoverIgnoredCollisionMode): [Read-Write]query_radius_override(‘undefined’): [Read-Write] Radius used for ground queriesradial_force_limit(float): [Read-Write] Maximum force the character can apply to reach the motion targetshared_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.should_character_remain_upright(bool): [Read-Write] Controls whether the character capsule is forced to remain uprightsupports_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 functionsswing_torque_limit(float): [Read-Write] Maximum torque the character can apply to remain uprighttarget_height_override(‘undefined’): [Read-Write] Optional override target height for the character (the desired distance from the center of the capsule to the floor). If left blank, the -Z offset of the owning character’s skeletal mesh comp will be used automatically.transitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition checktwist_torque_limit(float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis