unreal.ChaosWalkingMode

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

Bases: ChaosCharacterMovementMode

Chaos 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 force

  • fractional_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 incline

  • gameplay_tags (GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement mode

  • ground_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 damping

  • ignored_collision_mode (ChaosMoverIgnoredCollisionMode): [Read-Write]

  • query_radius_override (‘undefined’): [Read-Write] Radius used for ground queries

  • radial_force_limit (float): [Read-Write] Maximum force the character can apply to reach the motion target

  • shared_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 upright

  • supports_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 functions

  • swing_torque_limit (float): [Read-Write] Maximum torque the character can apply to remain upright

  • target_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 check

  • twist_torque_limit (float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis