unreal.CharacterDefaultInputs¶
- class unreal.CharacterDefaultInputs(move_input_type: MoveInputType = Ellipsis, move_input: Vector = Ellipsis, orientation_intent: Vector = Ellipsis, control_rotation: Rotator = Ellipsis, suggested_movement_mode: Name = 'None', using_movement_base: bool = False, movement_base: PrimitiveComponent = Ellipsis, movement_base_bone_name: Name = 'None', is_jump_just_pressed: bool = False, is_jump_pressed: bool = False)¶
Bases:
MoverDataStructBaseData block containing all inputs that need to be authored and consumed for the default Mover character simulation
C++ Source:
Plugin: Mover
Module: Mover
File: MoverDataModelTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
control_rotation(Rotator): [Read-Only] World space orientation that the controls were based on. This is commonly a player’s camera rotation.is_jump_just_pressed(bool): [Read-Only]is_jump_pressed(bool): [Read-Only]move_input(Vector): [Read-Only] Representing the directional move input for this frame. Must be interpreted according to MoveInputType. Relative to MovementBase if set, world space otherwise. Will be truncated to match network serialization precision. Note: Use SetDirectionalInput or SetVelocityInput to set MoveInput and MoveInputTypemove_input_type(MoveInputType): [Read-Only]movement_base(PrimitiveComponent): [Read-Write] Optional: when moving on a base, input may be relative to this objectmovement_base_bone_name(Name): [Read-Only] Optional: for movement bases that are skeletal meshes, this is the bone we’re based on. Only valid if MovementBase is set.orientation_intent(Vector): [Read-Only] Facing direction intent, as a normalized forward-facing direction. A zero vector indicates no intent to change facing direction. Relative to MovementBase if set, world space otherwise.suggested_movement_mode(Name): [Read-Only] Used to force the Mover actor into a different movement modeusing_movement_base(bool): [Read-Only] Specifies whether we are using a movement base, which will affect how move inputs are interpreted
- property control_rotation: Rotator¶
[Read-Only] World space orientation that the controls were based on. This is commonly a player’s camera rotation.
- Type:
(Rotator)
- property move_input: Vector¶
[Read-Only] Representing the directional move input for this frame. Must be interpreted according to MoveInputType. Relative to MovementBase if set, world space otherwise. Will be truncated to match network serialization precision. Note: Use SetDirectionalInput or SetVelocityInput to set MoveInput and MoveInputType
- Type:
(Vector)
- property move_input_type: MoveInputType¶
[Read-Only]
- Type:
- property movement_base: PrimitiveComponent¶
when moving on a base, input may be relative to this object
- Type:
- Type:
[Read-Write] Optional
- property movement_base_bone_name: Name¶
for movement bases that are skeletal meshes, this is the bone we’re based on. Only valid if MovementBase is set.
- Type:
(Name)
- Type:
[Read-Only] Optional
- property orientation_intent: Vector¶
[Read-Only] Facing direction intent, as a normalized forward-facing direction. A zero vector indicates no intent to change facing direction. Relative to MovementBase if set, world space otherwise.
- Type:
(Vector)