unreal.CharacterMovementComponent
¶
- class unreal.CharacterMovementComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
PawnMovementComponent
CharacterMovementComponent handles movement logic for the associated Character owner. It supports various movement modes including: walking, falling, swimming, flying, custom.
Movement is affected primarily by current Velocity and Acceleration. Acceleration is updated each frame based on the input vector accumulated thus far (see UPawnMovementComponent::GetPendingInputVector()).
Networking is fully implemented, with server-client correction and prediction included. see: ACharacter, UPawnMovementComponent see: https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/Character/
C++ Source:
Module: Engine
File: CharacterMovementComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
air_control
(float): [Read-Write] Air Control: When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed.air_control_boost_multiplier
(float): [Read-Write] Air Control Boost Multiplier: When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold. Setting this to zero will disable air control boosting. Final result is clamped at 1.air_control_boost_velocity_threshold
(float): [Read-Write] Air Control Boost Velocity Threshold: When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier. Setting this to zero will disable air control boosting.allow_physics_rotation_during_anim_root_motion
(bool): [Read-Write] Allow Physics Rotation During Anim Root Motionalways_check_floor
(bool): [Read-Write] Always Check Floor: Whether we always force floor checks for stationary Characters while walking. Normally floor checks are avoided if possible when not moving, but this can be used to force them if there are use-cases where they are being skipped erroneously (such as objects moving up into the character from below).apply_gravity_while_jumping
(bool): [Read-Write] Apply Gravity While Jumping: Apply gravity while the character is actively jumping (e.g. holding the jump key). Helps remove frame-rate dependent jump height, but may alter base jump height.asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.auto_register_physics_volume_updates
(bool): [Read-Write] Auto Register Physics Volume Updates: If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. see: bComponentShouldUpdatePhysicsVolumeauto_register_updated_component
(bool): [Read-Write] Auto Register Updated Component: If true, registers the owner’s Root component as the UpdatedComponent if there is not one currently assigned.auto_update_tick_registration
(bool): [Read-Write] Auto Update Tick Registration: If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.avoidance_consideration_radius
(float): [Read-Write] Avoidance Consideration Radiusavoidance_group
(NavAvoidanceMask): [Read-Write] Avoidance Group: Moving actor’s group maskavoidance_uid
(int32): [Read-Only] Avoidance UID: No default value, for now it’s assumed to be valid if GetAvoidanceManager() returns non-NULL.avoidance_weight
(float): [Read-Write] Avoidance Weight: De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.braking_deceleration_falling
(float): [Read-Write] Braking Deceleration Falling: Lateral deceleration when falling and not applying acceleration. see: MaxAccelerationbraking_deceleration_flying
(float): [Read-Write] Braking Deceleration Flying: Deceleration when flying and not applying acceleration. see: MaxAccelerationbraking_deceleration_swimming
(float): [Read-Write] Braking Deceleration Swimming: Deceleration when swimming and not applying acceleration. see: MaxAccelerationbraking_deceleration_walking
(float): [Read-Write] Braking Deceleration Walking: Deceleration when walking and not applying acceleration. This is a constant opposing force that directly lowers velocity by a constant value. see: GroundFriction, MaxAccelerationbraking_friction
(float): [Read-Write] Braking Friction: Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. note: Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. see: bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalkingbraking_friction_factor
(float): [Read-Write] Braking Friction Factor: Factor used to multiply actual value of friction used when braking. This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. note: This is 2 by default for historical reasons, a value of 1 gives the true drag equation. see: bUseSeparateBrakingFriction, GroundFriction, BrakingFrictionbraking_sub_step_time
(float): [Read-Write] Braking Sub Step Time: Time substepping when applying braking friction. Smaller time steps increase accuracy at the slight cost of performance, especially if there are large frame times.buoyancy
(float): [Read-Write] Buoyancy: Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcan_walk_off_ledges
(bool): [Read-Write] Can Walk Off Ledges: If true, Character can walk off a ledge.can_walk_off_ledges_when_crouching
(bool): [Read-Write] Can Walk Off Ledges when Crouching: If true, Character can walk off a ledge when crouching.component_should_update_physics_volume
(bool): [Read-Write] Component Should Update Physics Volume: If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.component_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.constrain_to_plane
(bool): [Read-Write] Constrain to Plane: If true, movement will be constrained to a plane. see: PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSettingcrouch_maintains_base_location
(bool): [Read-Only] Crouch Maintains Base Location: If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule. If false, the base of the capsule moves up and the center stays in place. The same behavior applies when the character uncrouches: if true, the base is kept in the same location and the center moves up. If false, the capsule grows and only moves up if the base impacts something. By default this variable is set when the movement mode changes: set to true when walking and false otherwise. Feel free to override the behavior when the movement mode changes.crouched_half_height
(float): [Read-Write] Crouched Half Heightcurrent_floor
(FindFloorResult): [Read-Only] Current Floor: Information about the floor the Character is standing on (updated only during walking movement).custom_movement_mode
(uint8): [Read-Write] Custom Movement Mode: Current custom sub-mode if MovementMode is set to Custom. This is automatically replicated through the Character owner and for client-server movement functions. see: SetMovementMode()default_land_movement_mode
(MovementMode): [Read-Write] Default Land Movement Mode: Default movement mode when not in water. Used at player startup or when teleported. see: DefaultWaterMovementMode see: bRunPhysicsWithNoControllerdefault_water_movement_mode
(MovementMode): [Read-Write] Default Water Movement Mode: Default movement mode when in water. Used at player startup or when teleported. see: DefaultLandMovementMode see: bRunPhysicsWithNoControllereditable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenable_physics_interaction
(bool): [Read-Write] Enable Physics Interaction: If enabled, the player will interact with physics objects when walking into them.enable_scoped_movement_updates
(bool): [Read-Write] Enable Scoped Movement Updates: If true, high-level movement updates will be wrapped in a movement scope that accumulates updates and defers a bulk of the work until the end. When enabled, touch and hit events will not be triggered until the end of multiple moves within an update, which can improve performance. see: FScopedMovementUpdateenable_server_dual_move_scoped_movement_updates
(bool): [Read-Write] Enable Server Dual Move Scoped Movement Updates: Optional scoped movement update to combine moves for cheaper performance on the server when the client sends two moves in one packet. Be warned that since this wraps a larger scope than is normally done with bEnableScopedMovementUpdates, this can result in subtle changes in behavior in regards to when overlap events are handled, when attached components are moved, etc. see: bEnableScopedMovementUpdatesfalling_lateral_friction
(float): [Read-Write] Falling Lateral Friction: Friction to apply to lateral air movement when falling. If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero). see: BrakingFriction, bUseSeparateBrakingFrictionfixed_path_braking_distance
(float): [Read-Write] Fixed Path Braking Distance: Braking distance override used with acceleration driven path following (bUseAccelerationForPaths)force_next_floor_check
(bool): [Read-Only] Force Next Floor Check: Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn’t moved. Cleared after next floor check. Normally if bAlwaysCheckFloor is false we try to avoid the floor check unless some conditions are met, but this can be used to force the next check to always run.former_base_velocity_decay_half_life
(float): [Read-Write] Former Base Velocity Decay Half Life: When applying a root motion override while falling off a moving object, this controls how long it takes to lose half the former base’s velocity (in seconds). Set to 0 to ignore former bases (default). Set to -1 for no decay. Any other positive value sets the half-life for exponential decay.gravity_scale
(float): [Read-Write] Gravity Scale: Custom gravity scale. Gravity is multiplied by this amount for the character.ground_friction
(float): [Read-Write] Ground Friction: Setting that affects movement control. Higher values allow faster changes in direction. If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero), where it is multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. This can be used to simulate slippery surfaces such as ice or oil by changing the value (possibly based on the material pawn is standing on). see: BrakingDecelerationWalking, BrakingFriction, bUseSeparateBrakingFriction, BrakingFrictionFactorgroups_to_avoid
(NavAvoidanceMask): [Read-Write] Groups to Avoid: Will avoid other agents if they are in one of specified groupsgroups_to_ignore
(NavAvoidanceMask): [Read-Write] Groups to Ignore: Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoidignore_base_rotation
(bool): [Read-Write] Ignore Base Rotation: Whether the character ignores changes in rotation of the base it is standing on. If true, the character maintains current world rotation. If false, the character rotates with the moving base.ignore_client_movement_error_checks_and_correction
(bool): [Read-Write] Ignore Client Movement Error Checks and Correction: If true, we should ignore server location difference checks for client error on this movement component. This can be useful when character is moving at extreme speeds for a duration and you need it to look smooth on clients without the server correcting the client. Make sure to disable when done, as this would break this character’s server-client movement correction. see: bServerAcceptClientAuthoritativePosition, ServerCheckClientError()impart_base_angular_velocity
(bool): [Read-Write] Impart Base Angular Velocity: If true, impart the base component’s tangential components of angular velocity when jumping or falling off it. Only those components of the velocity allowed by the separate component settings (bImpartBaseVelocityX etc) will be applied. see: bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZimpart_base_velocity_x
(bool): [Read-Write] Impart Base Velocity X: If true, impart the base actor’s X velocity when falling off it (which includes jumping)impart_base_velocity_y
(bool): [Read-Write] Impart Base Velocity Y: If true, impart the base actor’s Y velocity when falling off it (which includes jumping)impart_base_velocity_z
(bool): [Read-Write] Impart Base Velocity Z: If true, impart the base actor’s Z velocity when falling off it (which includes jumping)initial_push_force_factor
(float): [Read-Write] Initial Push Force Factor: Initial impulse force to apply when the player bounces into a blocking physics object.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsjump_off_jump_z_factor
(float): [Read-Write] Jump Off Jump ZFactor: Fraction of JumpZVelocity to use when automatically “jumping off” of a base actor that’s not allowed to be a base for a character. (For example, if you’re not allowed to stand on other players.)jump_out_of_water_pitch
(float): [Read-Write] Jump Out Of Water Pitch: When exiting water, jump if control pitch angle is this high or above.jump_z_velocity
(float): [Read-Write] Jump ZVelocity: Initial velocity (instantaneous vertical acceleration) when jumping.just_teleported
(bool): [Read-Only] Just Teleported: Used by movement code to determine if a change in position is based on normal movement or a teleport. If not a teleport, velocity can be recomputed based on the change in position.ledge_check_threshold
(float): [Read-Write] Ledge Check Threshold: Used in determining if pawn is going off ledge. If the ledge is “shorter” than this value then the pawn will be able to walk off it. *listen_server_network_simulated_smooth_location_time
(float): [Read-Write] Listen Server Network Simulated Smooth Location Time: Similar setting as NetworkSimulatedSmoothLocationTime but only used on Listen servers.listen_server_network_simulated_smooth_rotation_time
(float): [Read-Write] Listen Server Network Simulated Smooth Rotation Time: Similar setting as NetworkSimulatedSmoothRotationTime but only used on Listen servers.maintain_horizontal_ground_velocity
(bool): [Read-Write] Maintain Horizontal Ground Velocity: 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.mass
(float): [Read-Write] Mass: Mass of pawn (for when momentum is imparted to it).max_acceleration
(float): [Read-Write] Max Acceleration: Max Acceleration (rate of change of velocity)max_custom_movement_speed
(float): [Read-Write] Max Custom Movement Speed: The maximum speed when using Custom movement mode.max_depenetration_with_geometry
(float): [Read-Write] Max Depenetration with Geometry: Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. see: MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxymax_depenetration_with_geometry_as_proxy
(float): [Read-Write] Max Depenetration with Geometry as Proxy: Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. see: MaxDepenetrationWithGeometry, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxymax_depenetration_with_pawn
(float): [Read-Write] Max Depenetration with Pawn: Max distance we are allowed to depenetrate when moving out of other Pawns. see: MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawnAsProxymax_depenetration_with_pawn_as_proxy
(float): [Read-Write] Max Depenetration with Pawn as Proxy: Max distance we allow simulated proxies to depenetrate when moving out of other Pawns. Typically we don’t want a large value, because we receive a server authoritative position that we should not then ignore by pushing them out of the local player. see: MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawnmax_fly_speed
(float): [Read-Write] Max Fly Speed: The maximum flying speed.max_jump_apex_attempts_per_simulation
(int32): [Read-Write] Max Jump Apex Attempts Per Simulation: Max number of attempts per simulation to attempt to exactly reach the jump apex when falling movement reaches the top of the arc. Limiting this prevents deep recursion when special cases cause collision or other conditions which reactivate the apex condition.max_out_of_water_step_height
(float): [Read-Write] Max Out Of Water Step Height: Maximum step height for getting out of watermax_simulation_iterations
(int32): [Read-Write] Max Simulation Iterations: Max number of iterations used for each discrete simulation step. Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Increasing this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. see: MaxSimulationTimeStep
max_simulation_time_step
(float): [Read-Write] Max Simulation Time Step: Max time delta for each discrete simulation step. Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Lowering this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. see: MaxSimulationIterations
max_step_height
(float): [Read-Write] Max Step Height: Maximum height character can step upmax_swim_speed
(float): [Read-Write] Max Swim Speed: The maximum swimming speed.max_touch_force
(float): [Read-Write] Max Touch Force: Maximum force applied to touched physics objects. If < 0.0f, there is no maximum.max_walk_speed
(float): [Read-Write] Max Walk Speed: The maximum ground speed when walking. Also determines maximum lateral speed when falling.max_walk_speed_crouched
(float): [Read-Write] Max Walk Speed Crouched: The maximum ground speed when walking and crouched.min_analog_walk_speed
(float): [Read-Write] Min Analog Walk Speed: The ground speed that we should accelerate up to when walking at minimum analog stick tiltmin_touch_force
(float): [Read-Write] Min Touch Force: Minimum Force applied to touched physics objects. If < 0.0f, there is no minimum.movement_mode
(MovementMode): [Read-Write] Movement Mode: Actor’s current movement mode (walking, falling, etc).walking: Walking on a surface, under the effects of friction, and able to “step up” barriers. Vertical velocity is zero.
falling: Falling under the effects of gravity, after jumping or walking off the edge of a surface.
flying: Flying, ignoring the effects of gravity.
swimming: Swimming through a fluid volume, under the effects of gravity and buoyancy.
custom: User-defined custom movement mode, including many possible sub-modes.
This is automatically replicated through the Character owner and for client-server movement functions. see: SetMovementMode(), CustomMovementMode
nav_agent_props
(NavAgentProperties): [Read-Write] Nav Agent Props: Properties that define how the component can move.nav_mesh_projection_height_scale_down
(float): [Read-Write] Nav Mesh Projection Height Scale Down: Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction. In other words, trace down to [CapsuleHeight * NavMeshProjectionHeightScaleDown] below nav mesh.nav_mesh_projection_height_scale_up
(float): [Read-Write] Nav Mesh Projection Height Scale Up: Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction. In other words, start the trace at [CapsuleHeight * NavMeshProjectionHeightScaleUp] above nav mesh.nav_mesh_projection_interp_speed
(float): [Read-Write] Nav Mesh Projection Interp Speed: Speed at which to interpolate agent navmesh offset between traces. 0: Instant (no interp) > 0: Interp speed”)nav_mesh_projection_interval
(float): [Read-Write] Nav Mesh Projection Interval: How often we should raycast to project from navmesh to underlying geometrynav_walking_floor_dist_tolerance
(float): [Read-Write] Nav Walking Floor Dist Tolerance: Ignore small differences in ground height between server and client data during NavWalking modenet_proxy_shrink_half_height
(float): [Read-Write] Net Proxy Shrink Half Height: Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment. Changing during gameplay is not supported. see: AdjustProxyCapsuleSize()net_proxy_shrink_radius
(float): [Read-Write] Net Proxy Shrink Radius: Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment. Changing during gameplay is not supported. see: AdjustProxyCapsuleSize()network_always_replicate_transform_update_timestamp
(bool): [Read-Write] Network Always Replicate Transform Update Timestamp: Flag used on the server to determine whether to always replicate ReplicatedServerLastTransformUpdateTimeStamp to clients. Normally this is only sent when the network smoothing mode on character movement is set to Linear smoothing (on the server), to save bandwidth. Setting this to true will force the timestamp to replicate regardless, in case the server doesn’t know about the smoothing mode, or if the timestamp is used for another purpose.network_large_client_correction_distance
(float): [Read-Write] Network Large Client Correction Distance: If client error is larger than this, sets bNetworkLargeClientCorrection to reduce delay between client adjustments. see: NetworkMinTimeBetweenClientAdjustments, NetworkMinTimeBetweenClientAdjustmentsLargeCorrectionnetwork_max_smooth_update_distance
(float): [Read-Write] Network Max Smooth Update Distance: Maximum distance character is allowed to lag behind server location when interpolating between updates.network_min_time_between_client_ack_good_moves
(float): [Read-Write] Network Min Time Between Client Ack Good Moves: Minimum time on the server between acknowledging good client moves. This can save on bandwidth. Set to 0 to disable throttling.network_min_time_between_client_adjustments
(float): [Read-Write] Network Min Time Between Client Adjustments: Minimum time on the server between sending client adjustments when client has exceeded allowable position error. Should be >= NetworkMinTimeBetweenClientAdjustmentsLargeCorrection (the larger value is used regardless). This can save on bandwidth. Set to 0 to disable throttling. see: ServerLastClientAdjustmentTimenetwork_min_time_between_client_adjustments_large_correction
(float): [Read-Write] Network Min Time Between Client Adjustments Large Correction: Minimum time on the server between sending client adjustments when client has exceeded allowable position error by a large amount (NetworkLargeClientCorrectionDistance). Should be <= NetworkMinTimeBetweenClientAdjustments (the smaller value is used regardless). see: NetworkMinTimeBetweenClientAdjustmentsnetwork_no_smooth_update_distance
(float): [Read-Write] Network No Smooth Update Distance: Maximum distance beyond which character is teleported to the new server location without any smoothing.network_simulated_smooth_location_time
(float): [Read-Write] Network Simulated Smooth Location Time: How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server. Not used by Linear smoothing.network_simulated_smooth_rotation_time
(float): [Read-Write] Network Simulated Smooth Rotation Time: How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server. Not used by Linear smoothing.network_skip_proxy_prediction_on_net_update
(bool): [Read-Write] Network Skip Proxy Prediction on Net Update: Whether we skip prediction on frames where a proxy receives a network update. This can avoid expensive prediction on those frames, with the side-effect of predicting with a frame of additional latency.network_smoothing_mode
(NetworkSmoothingMode): [Read-Write] Network Smoothing Mode: Smoothing mode for simulated proxies in network game.notify_apex
(bool): [Read-Only] Notify Apex: If true, event NotifyJumpApex() to CharacterOwner’s controller when at apex of jump. Is cleared when event is triggered. By default this is off, and if you want the event to fire you typically set it to true when movement mode changes to “Falling” from another mode (see OnMovementModeChanged).on_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedorient_rotation_to_movement
(bool): [Read-Write] Orient Rotation to Movement: If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change. Overrides UseControllerDesiredRotation. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.outof_water_z
(float): [Read-Write] Outof Water Z: Z velocity applied when pawn tries to get out of waterperch_additional_height
(float): [Read-Write] Perch Additional Height: When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch. Note that we still enforce MaxStepHeight to start the step up; this just allows the character to hang off the edge or step slightly higher off the floor. ( see: PerchRadiusThreshold)perch_radius_threshold
(float): [Read-Write] Perch Radius Threshold: Don’t allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule. Note that characters will not fall off if they are within MaxStepHeight of a walkable surface below.plane_constraint_axis_setting
(PlaneConstraintAxisSetting): [Read-Write] Plane Constraint Axis Setting: Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible. see: SetPlaneConstraintAxisSettingplane_constraint_normal
(Vector): [Read-Write] Plane Constraint Normal: The normal or axis of the plane that constrains movement, if bConstrainToPlane is enabled. If for example you wanted to constrain movement to the X-Z plane (so that Y cannot change), the normal would be set to X=0 Y=1 Z=0. This is recalculated whenever PlaneConstraintAxisSetting changes. It is normalized once the component is registered with the game world. see: bConstrainToPlane, SetPlaneConstraintNormal(), SetPlaneConstraintFromVectors()plane_constraint_origin
(Vector): [Read-Write] Plane Constraint Origin: The origin of the plane that constrains movement, if plane constraint is enabled. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane(). see: bConstrainToPlane, SetPlaneConstraintOrigin().primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentproject_nav_mesh_on_both_world_channels
(bool): [Read-Write] Project Nav Mesh on Both World Channels: Use both WorldStatic and WorldDynamic channels for NavWalking geometry conformingproject_nav_mesh_walking
(bool): [Read-Write] Project Nav Mesh Walking: Whether to raycast to underlying geometry to better conform navmesh-walking characterspush_force_factor
(float): [Read-Write] Push Force Factor: Force to apply when the player collides with a blocking physics object.push_force_point_z_offset_factor
(float): [Read-Write] Push Force Point ZOffset Factor: Z-Offset for the position the force is applied to. 0.0f is the center of the physics object, 1.0f is the top and -1.0f is the bottom of the object.push_force_scaled_to_mass
(bool): [Read-Write] Push Force Scaled to Mass: If enabled, the PushForceFactor is applied per kg mass of the affected object.push_force_using_z_offset
(bool): [Read-Write] Push Force Using ZOffset: If enabled, the PushForce location is moved using PushForcePointZOffsetFactor. Otherwise simply use the impact point.replicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!repulsion_force
(float): [Read-Write] Repulsion Force: Force per kg applied constantly to all overlapping components.requested_move_use_acceleration
(bool): [Read-Write] Requested Move Use Acceleration: Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity. If false, path following velocity is set directly, disregarding acceleration.rotation_rate
(Rotator): [Read-Write] Rotation Rate: Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true. Set a negative value for infinite rotation rate and instant turns.run_physics_with_no_controller
(bool): [Read-Write] Run Physics with No Controller: If true, movement will be performed even if there is no Controller for the Character owner. Normally without a Controller, movement will be aborted and velocity and acceleration are zeroed if the character is walking. Characters that are spawned without a Controller but with this flag enabled will initialize the movement mode to DefaultLandMovementMode or DefaultWaterMovementMode appropriately. see: DefaultLandMovementMode, DefaultWaterMovementModescale_push_force_to_velocity
(bool): [Read-Write] Scale Push Force to Velocity: If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster. This will onlyscale the force down, it will never apply more force than defined by PushForceFactor.
server_accept_client_authoritative_position
(bool): [Read-Write] Server Accept Client Authoritative Position: If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move. This can be useful for short bursts of movement that are difficult to sync over the network. Note that if bIgnoreClientMovementErrorChecksAndCorrection is used, this means the server will not detect an error. Also see GameNetworkManager->ClientAuthorativePosition which permanently enables this behavior. see: bIgnoreClientMovementErrorChecksAndCorrection, ServerShouldUseAuthoritativePosition()snap_to_plane_at_start
(bool): [Read-Write] Snap to Plane at Start: If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.standing_downward_force_scale
(float): [Read-Write] Standing Downward Force Scale: Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.sweep_while_nav_walking
(bool): [Read-Write] Sweep While Nav Walking: Whether or not the character should sweep for collision geometry while walking. see: USceneComponent::MoveComponent.tick_before_owner
(bool): [Read-Write] Tick Before Owner: If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner’s position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn’t matter.touch_force_factor
(float): [Read-Write] Touch Force Factor: Force to apply to physics objects that are touched by the player.touch_force_scaled_to_mass
(bool): [Read-Write] Touch Force Scaled to Mass: If enabled, the TouchForceFactor is applied per kg mass of the affected object.update_nav_agent_with_owners_collision
(bool): [Read-Write] Update Nav Agent with Owners Collision: If set to true NavAgentProps’ radius and height will be updated with Owner’s collision capsule sizeupdate_only_if_rendered
(bool): [Read-Write] Update Only if Rendered: If true, skips TickComponent() if UpdatedComponent was not recently rendered.updated_component
(SceneComponent): [Read-Write] Updated Component: The component we move and update. If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor’s root component will automatically be set as our UpdatedComponent at startup. see: bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitiveupdated_primitive
(PrimitiveComponent): [Read-Write] Updated Primitive: UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.use_acceleration_for_paths
(bool): [Read-Write] Use Acceleration for Paths: If set, pathfollowing will control character movement via acceleration values. If false, it will set velocities directly.use_controller_desired_rotation
(bool): [Read-Write] Use Controller Desired Rotation: If true, smoothly rotate the Character toward the Controller’s desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change. Overridden by OrientRotationToMovement. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.use_fixed_braking_distance_for_paths
(bool): [Read-Write] Use Fixed Braking Distance for Paths: If set, FixedPathBrakingDistance will be used for path following decelerationuse_flat_base_for_floor_checks
(bool): [Read-Write] Use Flat Base for Floor Checks: Performs floor checks as if the character is using a shape with a flat base. This avoids the situation where characters slowly lower off the side of a ledge (as their capsule ‘balances’ on the edge).use_rvo_avoidance
(bool): [Read-Write] Use RVOAvoidance: If set, component will use RVO avoidance. This only runs on the server.use_separate_braking_friction
(bool): [Read-Write] Use Separate Braking Friction: If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. see: BrakingFrictionvelocity
(Vector): [Read-Write] Velocity: Current velocity of updated component.walkable_floor_angle
(float): [Read-Write] Walkable Floor Angle: Max angle in degrees of a walkable surface. Any greater than this and it is too steep to be walkable.walkable_floor_z
(float): [Read-Only] Walkable Floor Z: Minimum Z value for floor normal. If less, not a walkable surface. Computed from WalkableFloorAngle.wants_to_crouch
(bool): [Read-Only] Wants to Crouch: If true, try to crouch (or keep crouching) on next update. If false, try to stop crouching on next update.
- add_force(force) None ¶
Add force to character. Forces are accumulated each tick and applied together so multiple calls to this function will accumulate. Forces are scaled depending on timestep, so they can be applied each frame. If you want an instantaneous force, use AddImpulse. Adding a force always takes the actor’s mass into account. Note that changing the momentum of characters like this can change the movement mode.
- Parameters:
force (Vector) – Force to apply.
- add_impulse(impulse, velocity_change=False) None ¶
Add impulse to character. Impulses are accumulated each tick and applied together so multiple calls to this function will accumulate. An impulse is an instantaneous force, usually applied once. If you want to continually apply forces each frame, use AddForce(). Note that changing the momentum of characters like this can change the movement mode.
- add_momentum(impulse: Vector, velocity_change: bool = False) None ¶
deprecated: ‘add_momentum’ was renamed to ‘add_impulse’.
- property air_control: float¶
[Read-Write] Air Control: When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed.
- Type:
(float)
- property air_control_boost_multiplier: float¶
[Read-Write] Air Control Boost Multiplier: When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold. Setting this to zero will disable air control boosting. Final result is clamped at 1.
- Type:
(float)
- property air_control_boost_velocity_threshold: float¶
[Read-Write] Air Control Boost Velocity Threshold: When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier. Setting this to zero will disable air control boosting.
- Type:
(float)
- property allow_physics_rotation_during_anim_root_motion: bool¶
[Read-Write] Allow Physics Rotation During Anim Root Motion
- Type:
(bool)
- property always_check_floor: bool¶
[Read-Write] Always Check Floor: Whether we always force floor checks for stationary Characters while walking. Normally floor checks are avoided if possible when not moving, but this can be used to force them if there are use-cases where they are being skipped erroneously (such as objects moving up into the character from below).
- Type:
(bool)
- property apply_gravity_while_jumping: bool¶
[Read-Write] Apply Gravity While Jumping: Apply gravity while the character is actively jumping (e.g. holding the jump key). Helps remove frame-rate dependent jump height, but may alter base jump height.
- Type:
(bool)
- property avoidance_consideration_radius: float¶
[Read-Only] Avoidance Consideration Radius
- Type:
(float)
- property avoidance_group: NavAvoidanceMask¶
[Read-Only] Avoidance Group: Moving actor’s group mask
- Type:
- property avoidance_uid: int¶
[Read-Only] Avoidance UID: No default value, for now it’s assumed to be valid if GetAvoidanceManager() returns non-NULL.
- Type:
(int32)
- property avoidance_weight: float¶
[Read-Only] Avoidance Weight: De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.
- Type:
(float)
- property b_crouch_moves_character_down: bool¶
‘b_crouch_moves_character_down’ was renamed to ‘crouch_maintains_base_location’.
- Type:
deprecated
- property b_orient_to_movement: bool¶
‘b_orient_to_movement’ was renamed to ‘orient_rotation_to_movement’.
- Type:
deprecated
- property braking_deceleration: float¶
‘braking_deceleration’ was renamed to ‘braking_deceleration_walking’.
- Type:
deprecated
- property braking_deceleration_falling: float¶
[Read-Write] Braking Deceleration Falling: Lateral deceleration when falling and not applying acceleration. see: MaxAcceleration
- Type:
(float)
- property braking_deceleration_flying: float¶
[Read-Write] Braking Deceleration Flying: Deceleration when flying and not applying acceleration. see: MaxAcceleration
- Type:
(float)
- property braking_deceleration_swimming: float¶
[Read-Write] Braking Deceleration Swimming: Deceleration when swimming and not applying acceleration. see: MaxAcceleration
- Type:
(float)
- property braking_deceleration_walking: float¶
[Read-Write] Braking Deceleration Walking: Deceleration when walking and not applying acceleration. This is a constant opposing force that directly lowers velocity by a constant value. see: GroundFriction, MaxAcceleration
- Type:
(float)
- property braking_friction: float¶
[Read-Write] Braking Friction: Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. note: Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. see: bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalking
- Type:
(float)
- property braking_friction_factor: float¶
[Read-Write] Braking Friction Factor: Factor used to multiply actual value of friction used when braking. This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. note: This is 2 by default for historical reasons, a value of 1 gives the true drag equation. see: bUseSeparateBrakingFriction, GroundFriction, BrakingFriction
- Type:
(float)
- property braking_sub_step_time: float¶
[Read-Write] Braking Sub Step Time: Time substepping when applying braking friction. Smaller time steps increase accuracy at the slight cost of performance, especially if there are large frame times.
- Type:
(float)
- property buoyancy: float¶
[Read-Write] Buoyancy: Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)
- Type:
(float)
- calc_velocity(delta_time, friction, fluid, braking_deceleration) None ¶
Updates Velocity and Acceleration based on the current state, applying the effects of friction and acceleration or deceleration. Does not apply gravity. This is used internally during movement updates. Normally you don’t need to call this from outside code, but you might want to use it for custom movement modes.
- Parameters:
delta_time (float) – time elapsed since last frame.
friction (float) – coefficient of friction when not accelerating, or in the direction opposite acceleration.
fluid (bool) – true if moving through a fluid, causing Friction to always be applied regardless of acceleration.
braking_deceleration (float) – deceleration applied when not accelerating, or when exceeding max velocity.
- property can_walk_off_ledges: bool¶
[Read-Write] Can Walk Off Ledges: If true, Character can walk off a ledge.
- Type:
(bool)
- property can_walk_off_ledges_when_crouching: bool¶
[Read-Write] Can Walk Off Ledges when Crouching: If true, Character can walk off a ledge when crouching.
- Type:
(bool)
- clear_accumulated_forces() None ¶
Clears forces accumulated through AddImpulse() and AddForce(), and also pending launch velocity.
- compute_floor_distance(capsule_location, line_distance, sweep_distance, sweep_radius) FindFloorResult ¶
Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult. This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace. This function does not care if collision is disabled on the capsule (unlike FindFloor).
- Parameters:
capsule_location (Vector) – Location where the capsule sweep should originate
line_distance (float) – If non-zero, max distance to test for a simple line check from the capsule base. Used only if the sweep test fails to find a walkable floor, and only returns a valid result if the impact normal is a walkable normal.
sweep_distance (float) – If non-zero, max distance to use when sweeping a capsule downwards for the test. MUST be greater than or equal to the line distance.
sweep_radius (float) – The radius to use for sweep tests. Should be <= capsule radius.
- Returns:
floor_result (FindFloorResult): Result of the floor check
- Return type:
- property crouch_height: float¶
‘crouch_height’ was renamed to ‘crouched_half_height’.
- Type:
deprecated
- property crouch_maintains_base_location: bool¶
[Read-Only] Crouch Maintains Base Location: If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule. If false, the base of the capsule moves up and the center stays in place. The same behavior applies when the character uncrouches: if true, the base is kept in the same location and the center moves up. If false, the capsule grows and only moves up if the base impacts something. By default this variable is set when the movement mode changes: set to true when walking and false otherwise. Feel free to override the behavior when the movement mode changes.
- Type:
(bool)
- property current_floor: FindFloorResult¶
[Read-Only] Current Floor: Information about the floor the Character is standing on (updated only during walking movement).
- Type:
- property custom_movement_mode: int¶
[Read-Only] Custom Movement Mode: Current custom sub-mode if MovementMode is set to Custom. This is automatically replicated through the Character owner and for client-server movement functions. see: SetMovementMode()
- Type:
(uint8)
- property default_land_movement_mode: MovementMode¶
[Read-Write] Default Land Movement Mode: Default movement mode when not in water. Used at player startup or when teleported. see: DefaultWaterMovementMode see: bRunPhysicsWithNoController
- Type:
- property default_water_movement_mode: MovementMode¶
[Read-Write] Default Water Movement Mode: Default movement mode when in water. Used at player startup or when teleported. see: DefaultLandMovementMode see: bRunPhysicsWithNoController
- Type:
- property enable_physics_interaction: bool¶
[Read-Write] Enable Physics Interaction: If enabled, the player will interact with physics objects when walking into them.
- Type:
(bool)
- property falling_lateral_friction: float¶
[Read-Write] Falling Lateral Friction: Friction to apply to lateral air movement when falling. If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero). see: BrakingFriction, bUseSeparateBrakingFriction
- Type:
(float)
- find_floor(capsule_location) FindFloorResult ¶
Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result. No floor will be found if collision is disabled on the capsule!
- Parameters:
capsule_location (Vector) – Location where the capsule sweep should originate
- Returns:
floor_result (FindFloorResult): Result of the floor check
- Return type:
- property force_next_floor_check: bool¶
[Read-Only] Force Next Floor Check: Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn’t moved. Cleared after next floor check. Normally if bAlwaysCheckFloor is false we try to avoid the floor check unless some conditions are met, but this can be used to force the next check to always run.
- Type:
(bool)
- property former_base_velocity_decay_half_life: float¶
[Read-Write] Former Base Velocity Decay Half Life: When applying a root motion override while falling off a moving object, this controls how long it takes to lose half the former base’s velocity (in seconds). Set to 0 to ignore former bases (default). Set to -1 for no decay. Any other positive value sets the half-life for exponential decay.
- Type:
(float)
- get_analog_input_modifier() float ¶
Returns modifier [0..1] based on the magnitude of the last input vector, which is used to modify the acceleration and max speed during movement.
- Return type:
- get_current_acceleration() Vector ¶
Returns current acceleration, computed from input vector each update.
- Return type:
- get_imparted_movement_base_velocity() Vector ¶
If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it. Only applies the components of the velocity enabled by bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.
- Return type:
- get_last_update_requested_velocity() Vector ¶
Returns velocity requested by path following
- Return type:
- get_max_braking_deceleration() float ¶
Returns maximum deceleration for the current state when braking (ie when there is no acceleration).
- Return type:
- get_max_jump_height() float ¶
Compute the max jump height based on the JumpZVelocity velocity and gravity. This does not take into account the CharacterOwner’s MaxJumpHoldTime.
- Return type:
- get_max_jump_height_with_jump_time() float ¶
Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner’s MaxJumpHoldTime.
- Return type:
- get_movement_base() PrimitiveComponent ¶
Return PrimitiveComponent we are based on (standing and walking on).
- Return type:
- get_perch_radius_threshold() float ¶
Returns The distance from the edge of the capsule within which we don’t allow the character to perch on the edge of a surface.
- Return type:
- get_valid_perch_radius() float ¶
Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface). Simply computed as the capsule radius minus the result of GetPerchRadiusThreshold().
- Return type:
- get_walkable_floor_angle() float ¶
Get the max angle in degrees of a walkable surface for the character.
- Return type:
- get_walkable_floor_z() float ¶
Get the Z component of the normal of the steepest walkable surface for the character. Any lower than this and it is not walkable.
- Return type:
- property gravity_scale: float¶
[Read-Write] Gravity Scale: Custom gravity scale. Gravity is multiplied by this amount for the character.
- Type:
(float)
- property ground_friction: float¶
[Read-Write] Ground Friction: Setting that affects movement control. Higher values allow faster changes in direction. If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero), where it is multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. This can be used to simulate slippery surfaces such as ice or oil by changing the value (possibly based on the material pawn is standing on). see: BrakingDecelerationWalking, BrakingFriction, bUseSeparateBrakingFriction, BrakingFrictionFactor
- Type:
(float)
- property groups_to_avoid: NavAvoidanceMask¶
[Read-Only] Groups to Avoid: Will avoid other agents if they are in one of specified groups
- Type:
- property groups_to_ignore: NavAvoidanceMask¶
[Read-Only] Groups to Ignore: Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid
- Type:
- property ignore_base_rotation: bool¶
[Read-Write] Ignore Base Rotation: Whether the character ignores changes in rotation of the base it is standing on. If true, the character maintains current world rotation. If false, the character rotates with the moving base.
- Type:
(bool)
- property ignore_client_movement_error_checks_and_correction: bool¶
[Read-Write] Ignore Client Movement Error Checks and Correction: If true, we should ignore server location difference checks for client error on this movement component. This can be useful when character is moving at extreme speeds for a duration and you need it to look smooth on clients without the server correcting the client. Make sure to disable when done, as this would break this character’s server-client movement correction. see: bServerAcceptClientAuthoritativePosition, ServerCheckClientError()
- Type:
(bool)
- property impart_base_angular_velocity: bool¶
[Read-Write] Impart Base Angular Velocity: If true, impart the base component’s tangential components of angular velocity when jumping or falling off it. Only those components of the velocity allowed by the separate component settings (bImpartBaseVelocityX etc) will be applied. see: bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ
- Type:
(bool)
- property impart_base_velocity_x: bool¶
[Read-Write] Impart Base Velocity X: If true, impart the base actor’s X velocity when falling off it (which includes jumping)
- Type:
(bool)
- property impart_base_velocity_y: bool¶
[Read-Write] Impart Base Velocity Y: If true, impart the base actor’s Y velocity when falling off it (which includes jumping)
- Type:
(bool)
- property impart_base_velocity_z: bool¶
[Read-Write] Impart Base Velocity Z: If true, impart the base actor’s Z velocity when falling off it (which includes jumping)
- Type:
(bool)
- property initial_push_force_factor: float¶
[Read-Write] Initial Push Force Factor: Initial impulse force to apply when the player bounces into a blocking physics object.
- Type:
(float)
- is_walkable(hit) bool ¶
Return true if the hit result should be considered a walkable surface for the character.
- property jump_off_jump_z_factor: float¶
[Read-Write] Jump Off Jump ZFactor: Fraction of JumpZVelocity to use when automatically “jumping off” of a base actor that’s not allowed to be a base for a character. (For example, if you’re not allowed to stand on other players.)
- Type:
(float)
- property jump_out_of_water_pitch: float¶
[Read-Write] Jump Out Of Water Pitch: When exiting water, jump if control pitch angle is this high or above.
- Type:
(float)
- property jump_z_velocity: float¶
[Read-Write] Jump ZVelocity: Initial velocity (instantaneous vertical acceleration) when jumping.
- Type:
(float)
- property just_teleported: bool¶
[Read-Only] Just Teleported: Used by movement code to determine if a change in position is based on normal movement or a teleport. If not a teleport, velocity can be recomputed based on the change in position.
- Type:
(bool)
- property ledge_check_threshold: float¶
[Read-Write] Ledge Check Threshold: Used in determining if pawn is going off ledge. If the ledge is “shorter” than this value then the pawn will be able to walk off it. *
- Type:
(float)
- property maintain_horizontal_ground_velocity: bool¶
[Read-Write] Maintain Horizontal Ground Velocity: 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.
- Type:
(bool)
- property mass: float¶
[Read-Write] Mass: Mass of pawn (for when momentum is imparted to it).
- Type:
(float)
- property max_acceleration: float¶
[Read-Write] Max Acceleration: Max Acceleration (rate of change of velocity)
- Type:
(float)
- property max_custom_movement_speed: float¶
[Read-Write] Max Custom Movement Speed: The maximum speed when using Custom movement mode.
- Type:
(float)
- property max_depenetration_with_geometry: float¶
[Read-Write] Max Depenetration with Geometry: Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. see: MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxy
- Type:
(float)
- property max_depenetration_with_geometry_as_proxy: float¶
[Read-Write] Max Depenetration with Geometry as Proxy: Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. see: MaxDepenetrationWithGeometry, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxy
- Type:
(float)
- property max_depenetration_with_pawn: float¶
[Read-Write] Max Depenetration with Pawn: Max distance we are allowed to depenetrate when moving out of other Pawns. see: MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawnAsProxy
- Type:
(float)
- property max_depenetration_with_pawn_as_proxy: float¶
[Read-Write] Max Depenetration with Pawn as Proxy: Max distance we allow simulated proxies to depenetrate when moving out of other Pawns. Typically we don’t want a large value, because we receive a server authoritative position that we should not then ignore by pushing them out of the local player. see: MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawn
- Type:
(float)
- property max_jump_apex_attempts_per_simulation: int¶
[Read-Write] Max Jump Apex Attempts Per Simulation: Max number of attempts per simulation to attempt to exactly reach the jump apex when falling movement reaches the top of the arc. Limiting this prevents deep recursion when special cases cause collision or other conditions which reactivate the apex condition.
- Type:
(int32)
- property max_out_of_water_step_height: float¶
[Read-Write] Max Out Of Water Step Height: Maximum step height for getting out of water
- Type:
(float)
- property max_simulation_iterations: int¶
[Read-Write] Max Simulation Iterations: Max number of iterations used for each discrete simulation step. Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Increasing this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. see: MaxSimulationTimeStep
- Type:
(int32)
- property max_simulation_time_step: float¶
[Read-Write] Max Simulation Time Step: Max time delta for each discrete simulation step. Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Lowering this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. see: MaxSimulationIterations
- Type:
(float)
- property max_step_height: float¶
[Read-Write] Max Step Height: Maximum height character can step up
- Type:
(float)
- property max_swim_speed: float¶
[Read-Write] Max Swim Speed: The maximum swimming speed.
- Type:
(float)
- property max_touch_force: float¶
[Read-Write] Max Touch Force: Maximum force applied to touched physics objects. If < 0.0f, there is no maximum.
- Type:
(float)
- property max_walk_speed: float¶
[Read-Write] Max Walk Speed: The maximum ground speed when walking. Also determines maximum lateral speed when falling.
- Type:
(float)
- property max_walk_speed_crouched: float¶
[Read-Write] Max Walk Speed Crouched: The maximum ground speed when walking and crouched.
- Type:
(float)
- property min_analog_walk_speed: float¶
[Read-Write] Min Analog Walk Speed: The ground speed that we should accelerate up to when walking at minimum analog stick tilt
- Type:
(float)
- property min_touch_force: float¶
[Read-Write] Min Touch Force: Minimum Force applied to touched physics objects. If < 0.0f, there is no minimum.
- Type:
(float)
- property movement_mode: MovementMode¶
[Read-Only] Movement Mode: Actor’s current movement mode (walking, falling, etc).
walking: Walking on a surface, under the effects of friction, and able to “step up” barriers. Vertical velocity is zero.
falling: Falling under the effects of gravity, after jumping or walking off the edge of a surface.
flying: Flying, ignoring the effects of gravity.
swimming: Swimming through a fluid volume, under the effects of gravity and buoyancy.
custom: User-defined custom movement mode, including many possible sub-modes.
This is automatically replicated through the Character owner and for client-server movement functions. see: SetMovementMode(), CustomMovementMode
- Type:
‘nav_mesh_projection_capsule_height_scale_down’ was renamed to ‘nav_mesh_projection_height_scale_down’.
- Type:
deprecated
‘nav_mesh_projection_capsule_height_scale_up’ was renamed to ‘nav_mesh_projection_height_scale_up’.
- Type:
deprecated
[Read-Write] Nav Mesh Projection Height Scale Down: Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction. In other words, trace down to [CapsuleHeight * NavMeshProjectionHeightScaleDown] below nav mesh.
- Type:
(float)
[Read-Write] Nav Mesh Projection Height Scale Up: Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction. In other words, start the trace at [CapsuleHeight * NavMeshProjectionHeightScaleUp] above nav mesh.
- Type:
(float)
[Read-Write] Nav Mesh Projection Interp Speed: Speed at which to interpolate agent navmesh offset between traces. 0: Instant (no interp) > 0: Interp speed”)
- Type:
(float)
[Read-Write] Nav Mesh Projection Interval: How often we should raycast to project from navmesh to underlying geometry
- Type:
(float)
[Read-Write] Nav Walking Floor Dist Tolerance: Ignore small differences in ground height between server and client data during NavWalking mode
- Type:
(float)
- property network_smoothing_mode: NetworkSmoothingMode¶
[Read-Only] Network Smoothing Mode: Smoothing mode for simulated proxies in network game.
- Type:
- property notify_apex: bool¶
[Read-Only] Notify Apex: If true, event NotifyJumpApex() to CharacterOwner’s controller when at apex of jump. Is cleared when event is triggered. By default this is off, and if you want the event to fire you typically set it to true when movement mode changes to “Falling” from another mode (see OnMovementModeChanged).
- Type:
(bool)
- property orient_rotation_to_movement: bool¶
[Read-Write] Orient Rotation to Movement: If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change. Overrides UseControllerDesiredRotation. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
- Type:
(bool)
- property outof_water_z: float¶
[Read-Write] Outof Water Z: Z velocity applied when pawn tries to get out of water
- Type:
(float)
- property perch_additional_height: float¶
[Read-Write] Perch Additional Height: When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch. Note that we still enforce MaxStepHeight to start the step up; this just allows the character to hang off the edge or step slightly higher off the floor. ( see: PerchRadiusThreshold)
- Type:
(float)
- property perch_radius_threshold: float¶
[Read-Write] Perch Radius Threshold: Don’t allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule. Note that characters will not fall off if they are within MaxStepHeight of a walkable surface below.
- Type:
(float)
[Read-Only] Project Nav Mesh on Both World Channels: Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming
- Type:
(bool)
[Read-Only] Project Nav Mesh Walking: Whether to raycast to underlying geometry to better conform navmesh-walking characters
- Type:
(bool)
- property push_force_factor: float¶
[Read-Write] Push Force Factor: Force to apply when the player collides with a blocking physics object.
- Type:
(float)
- property push_force_point_z_offset_factor: float¶
[Read-Write] Push Force Point ZOffset Factor: Z-Offset for the position the force is applied to. 0.0f is the center of the physics object, 1.0f is the top and -1.0f is the bottom of the object.
- Type:
(float)
- property push_force_scaled_to_mass: bool¶
[Read-Write] Push Force Scaled to Mass: If enabled, the PushForceFactor is applied per kg mass of the affected object.
- Type:
(bool)
- property push_force_using_z_offset: bool¶
[Read-Write] Push Force Using ZOffset: If enabled, the PushForce location is moved using PushForcePointZOffsetFactor. Otherwise simply use the impact point.
- Type:
(bool)
- property repulsion_force: float¶
[Read-Write] Repulsion Force: Force per kg applied constantly to all overlapping components.
- Type:
(float)
- property requested_move_use_acceleration: bool¶
[Read-Write] Requested Move Use Acceleration: Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity. If false, path following velocity is set directly, disregarding acceleration.
- Type:
(bool)
- property rotation_rate: Rotator¶
[Read-Write] Rotation Rate: Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true. Set a negative value for infinite rotation rate and instant turns.
- Type:
(Rotator)
- property run_physics_with_no_controller: bool¶
[Read-Write] Run Physics with No Controller: If true, movement will be performed even if there is no Controller for the Character owner. Normally without a Controller, movement will be aborted and velocity and acceleration are zeroed if the character is walking. Characters that are spawned without a Controller but with this flag enabled will initialize the movement mode to DefaultLandMovementMode or DefaultWaterMovementMode appropriately. see: DefaultLandMovementMode, DefaultWaterMovementMode
- Type:
(bool)
- property scale_push_force_to_velocity: bool¶
[Read-Write] Scale Push Force to Velocity: If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster. This will only
scale the force down, it will never apply more force than defined by PushForceFactor.
- Type:
(bool)
- property server_accept_client_authoritative_position: bool¶
[Read-Write] Server Accept Client Authoritative Position: If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move. This can be useful for short bursts of movement that are difficult to sync over the network. Note that if bIgnoreClientMovementErrorChecksAndCorrection is used, this means the server will not detect an error. Also see GameNetworkManager->ClientAuthorativePosition which permanently enables this behavior. see: bIgnoreClientMovementErrorChecksAndCorrection, ServerShouldUseAuthoritativePosition()
- Type:
(bool)
- set_avoidance_enabled(enable) None ¶
Change avoidance state and registers in RVO manager if needed
- Parameters:
enable (bool) –
- set_avoidance_group(group_flags) None ¶
Set Avoidance Group deprecated: Please use SetAvoidanceGroupMask function instead.
- Parameters:
group_flags (int32) –
- set_avoidance_group_mask(group_mask) None ¶
Set Avoidance Group Mask
- Parameters:
group_mask (NavAvoidanceMask) –
- set_groups_to_avoid(group_flags) None ¶
Set Groups to Avoid deprecated: Please use SetGroupsToAvoidMask function instead.
- Parameters:
group_flags (int32) –
- set_groups_to_avoid_mask(group_mask) None ¶
Set Groups to Avoid Mask
- Parameters:
group_mask (NavAvoidanceMask) –
- set_groups_to_ignore(group_flags) None ¶
Set Groups to Ignore deprecated: Please use SetGroupsToIgnoreMask function instead.
- Parameters:
group_flags (int32) –
- set_groups_to_ignore_mask(group_mask) None ¶
Set Groups to Ignore Mask
- Parameters:
group_mask (NavAvoidanceMask) –
- set_movement_mode(new_movement_mode, new_custom_mode=0) None ¶
Change movement mode.
- Parameters:
new_movement_mode (MovementMode) – The new movement mode
new_custom_mode (uint8) – The new custom sub-mode, only applicable if NewMovementMode is Custom.
- set_walkable_floor_angle(walkable_floor_angle) None ¶
Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ.
- Parameters:
walkable_floor_angle (float) –
- set_walkable_floor_z(walkable_floor_z) None ¶
Set the Z component of the normal of the steepest walkable surface for the character. Also computes WalkableFloorAngle.
- Parameters:
walkable_floor_z (float) –
- property standing_downward_force_scale: float¶
[Read-Write] Standing Downward Force Scale: Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.
- Type:
(float)
[Read-Write] Sweep While Nav Walking: Whether or not the character should sweep for collision geometry while walking. see: USceneComponent::MoveComponent.
- Type:
(bool)
- property touch_force_factor: float¶
[Read-Write] Touch Force Factor: Force to apply to physics objects that are touched by the player.
- Type:
(float)
- property touch_force_scaled_to_mass: bool¶
[Read-Write] Touch Force Scaled to Mass: If enabled, the TouchForceFactor is applied per kg mass of the affected object.
- Type:
(bool)
- property use_controller_desired_rotation: bool¶
[Read-Write] Use Controller Desired Rotation: If true, smoothly rotate the Character toward the Controller’s desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change. Overridden by OrientRotationToMovement. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
- Type:
(bool)
- property use_flat_base_for_floor_checks: bool¶
[Read-Write] Use Flat Base for Floor Checks: Performs floor checks as if the character is using a shape with a flat base. This avoids the situation where characters slowly lower off the side of a ledge (as their capsule ‘balances’ on the edge).
- Type:
(bool)
- property use_rvo_avoidance: bool¶
[Read-Only] Use RVOAvoidance: If set, component will use RVO avoidance. This only runs on the server.
- Type:
(bool)
- property use_separate_braking_friction: bool¶
[Read-Write] Use Separate Braking Friction: If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. see: BrakingFriction
- Type:
(bool)