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 inclinefriction_override_mode(CharacterMoverFrictionOverrideMode): [Read-Write] Allows the mode to override friction on collision with other physics bodies.gameplay_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]maintain_horizontal_ground_velocity(bool): [Read-Write] If true, walking movement always maintains horizontal velocity when moving up ramps, which causes movement up ramps to be faster parallel to the ramp surface. If false, then walking movement maintains velocity magnitude parallel to the ramp surface.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