unreal.CharacterMoverComponent¶
- class unreal.CharacterMoverComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MoverComponentCharacter Mover Component
C++ Source:
Plugin: Mover
Module: Mover
File: CharacterMoverComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.backend_class(type(Class)): [Read-Write] Specifies which supporting back end class should drive this Mover actorcan_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classgravity_accel_override(Vector): [Read-Write] cm/s^2, only meaningful if bHasGravityOverride: is enabled.Set SetGravityOverride:handle_jump(bool): [Read-Write] Whether this component should directly handle jumping or nothas_gravity_override(bool): [Read-Write] Whether or not gravity is overridden on this actor. Otherwise, fall back on world settings. See SetGravityOverride:input_producer(Object): [Read-Write] Optional object for producing input cmds. Typically set at BeginPlay time. If not specified, defaulted input will be used.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmovement_mixer(MovementMixer): [Read-Write] Optional object for mixing proposed moves.Typically set at BeginPlay time. If not specified, UDefaultMovementMixer will be used.movement_modes(Map[Name, BaseMovementMode]): [Read-Write]on_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_movement_mode_changed(Mover_OnMovementModeChanged): [Read-Write] Broadcast when a MovementMode has changed. Happens during a simulation tick if the mode changed that tick or when SetModeImmediately is used to change modes.on_post_simulation_rollback(Mover_OnPostSimRollback): [Read-Write] Broadcast when a rollback has occurred, just before the next simulation tick occurson_post_simulation_tick(Mover_OnPostSimTick): [Read-Write] Broadcast after each simulation tick and the state is finalizedon_pre_simulation_tick(Mover_OnPreSimTick): [Read-Write] Broadcast before each simulation tickon_stance_changed(Mover_OnStanceChanged): [Read-Write] Broadcast when this actor changes stances.persistent_sync_state_data_types(Array[MoverDataPersistence]): [Read-Write] List of types that should always be present in this actor’s sync stateplanar_constraint(PlanarConstraint): [Read-Write] Settings that can lock movement to a particular planeprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list(bool): [Read-Write] 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] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!shared_settings(Array[Object]): [Read-Write] Collection of settings objects that are shared between movement modes. This list is automatically managed based on the MovementModes: contents.smoothing_mode(MoverSmoothingMode): [Read-Write] If enabled, the movement of the primary visual component will be smoothed via an offset from the root moving component. This is useful in fixed-tick simulations with variable rendering rates.starting_movement_mode(Name): [Read-Write] Name of the first mode to start in when simulation begins. Must have a mapping in MovementModes. Only used during initialization.supports_kinematic_based_movement(bool): [Read-Write] If enabled, this actor will be moved to follow a base actor that it’s standing on. Typically disabled for physics-based movement, which handles based movement internally.transitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks that are always evaluated regardless of mode. Evaluated in order, stopping at the first successful transition check. Mode-owned transitions take precedence. */wants_to_crouch(bool): [Read-Only] If true, try to crouch (or keep crouching) on next update. If false, try to stop crouching on next update.
- property handle_jump: bool¶
[Read-Write] Whether this component should directly handle jumping or not
- Type:
(bool)
- is_falling() bool¶
Is this actor in a falling state? Note that this includes upwards motion induced by jumping.
- Return type:
- is_flying() bool¶
Returns true if currently flying (moving through a non-fluid volume without resting on the ground)
- Return type:
- property on_stance_changed: Mover_OnStanceChanged¶
[Read-Write] Broadcast when this actor changes stances.
- Type: