unreal.CharacterMoverComponent

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

Bases: MoverComponent

Character Mover Component: this is a specialization of the core Mover Component that is set up with a classic character in mind. Defaults and extended functionality, such as jumping and simple montage replication, are intended to support features similar to UE’s ACharacter actor type.

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: CharacterMoverComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • accept_external_movement (bool): [Read-Write] If enabled, we’ll accept any movements from an external system in the next simulation state update

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_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 actor

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_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 class

  • gather_input_from_all_input_producer_components (bool): [Read-Write] If true, any actor component implementing MoverInputProducerInterface on this component’s owner will be able to produce input commands

  • gravity_accel_override (Vector): [Read-Write] cm/s^2, only meaningful if bHasGravityOverride: is enabled.Set SetGravityOverride:

  • gravity_to_world_transform (Quat): [Read-Only] A cached quaternion representing the inverse rotation from world space to gravity relative space defined by GravityAccelOverride.

  • handle_jump (bool): [Read-Write] Whether this component should directly handle jumping or not

  • handle_stance_changes (bool): [Read-Write] Whether this component should directly handle stance changes, including crouching input

  • has_gravity_override (bool): [Read-Write] Whether or not gravity is overridden on this actor. Otherwise, fall back on world settings. See SetGravityOverride:

  • has_up_direction_override (bool): [Read-Write] Whether to override the up direction with a fixed value instead of using gravity to deduce it

  • input_producer (Object): [Read-Write] Optional object for producing input cmds. Typically set at BeginPlay time. If not specified, defaulted input will be used.

    Note that any other actor component implementing MoverInputProducerInterface on this component’s owner will also be able to produce input commands if bGatherInputFromAllInputProducerComponents is true.

    see: bGatherInputFromAllInputProducerComponents

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • movement_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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_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_movement_transition_triggered (Mover_OnTransitionTriggered): [Read-Write] Broadcast when a Transition has been triggered.

  • on_post_finalize (Mover_OnPostFinalize): [Read-Write] Broadcast after each finalized simulation frame, after the state is finalized. (Game thread only)

  • on_post_simulation_rollback (Mover_OnPostSimRollback): [Read-Write] Broadcast when a rollback has occurred, just before the next simulation tick occurs

  • on_post_simulation_tick (Mover_OnPostSimTick): [Read-Write] Broadcast after each simulation tick and the state is finalized

  • on_pre_movement (Mover_OnPreMovement): [Read-Write] Broadcast during the simulation tick after inputs have been processed, but before the actual move is performed. Note - When async simulating, the delegate would be called on the async thread, and might be broadcast multiple times.

  • on_pre_simulation_tick (Mover_OnPreSimTick): [Read-Write] Broadcast before each simulation tick. Note - Guaranteed to run on the game thread (even in async simulation).

  • on_stance_changed (Mover_OnStanceChanged): [Read-Write] Broadcast when this actor changes stances.

  • on_teleport_failed (Mover_OnTeleportFailed): [Read-Write] Broadcast when a teleport has failed

  • on_teleport_succeeded (Mover_OnTeleportSucceeded): [Read-Write] Broadcast when a teleport has succeeded

  • persistent_sync_state_data_types (Array[MoverDataPersistence]): [Read-Write] List of types that should always be present in this actor’s sync state

  • planar_constraint (PlanarConstraint): [Read-Write] Settings that can lock movement to a particular plane

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_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.

  • sync_inputs_for_sim_proxy (bool): [Read-Write] If enabled, we’ll send inputs along with to sim proxy via the sync state, and they’ll be available via GetLastInputCmd. This may be useful for cases where input is used to hint at object state, such as an anim graph. This option is intended to be temporary until all networking backends allow this.

  • 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. */

  • up_direction_override (Vector): [Read-Write] A fixed up direction to use if bHasUpDirectionOverride is true

  • use_deferred_group_movement (bool): [Read-Write] If true, then the transform updates applied in UMoverComponent::SetFrameStateFromContext will use a “deferred group move” to improve performance.

    It is not recommended that you enable this when you need exact, high fidelity characters such as your player character. This is mainly a benefit for scenarios with large amounts of NPCs or lower fidelity characters where it is acceptable to not have immediately applied transforms.

    This only does something if the “s.GroupedComponentMovement.Enable” CVar is set to true.

  • wants_to_crouch (bool): [Read-Write] If true, try to crouch (or keep crouching) on next update. If false, try to stop crouching on next update.

  • warn_on_external_movement (bool): [Read-Write] Whether to warn when we detect that an external system has moved our object, outside of movement simulation control

  • world_to_gravity_transform (Quat): [Read-Only] A cached quaternion representing the rotation from world space to gravity relative space defined by GravityAccelOverride.

can_actor_jump() bool

Can this Actor jump?

Return type:

bool

can_crouch() bool

Whether this actor can currently crouch or not

Return type:

bool

crouch() None

Perform crouch on actor

property handle_jump: bool

[Read-Write] Whether this component should directly handle jumping or not

Type:

(bool)

property handle_stance_changes: bool

[Read-Write] Whether this component should directly handle stance changes, including crouching input

Type:

(bool)

is_airborne() bool

Is this actor in a airborne state? (e.g. Flying, Falling)

Return type:

bool

is_crouching() bool

Returns true if currently crouching

Return type:

bool

is_falling() bool

Is this actor in a falling state? Note that this includes upwards motion induced by jumping.

Return type:

bool

is_flying() bool

Returns true if currently flying (moving through a non-fluid volume without resting on the ground)

Return type:

bool

is_on_ground() bool

Is this actor in a grounded state? (e.g. Walking)

Return type:

bool

is_slope_sliding() bool

Is this actor sliding on an unwalkable slope

Return type:

bool

is_swimming() bool

Is this actor in a Swimming state? (e.g. Swimming)

Return type:

bool

jump() bool

Perform jump on actor

Return type:

bool

property on_stance_changed: Mover_OnStanceChanged

[Read-Write] Broadcast when this actor changes stances.

Type:

(Mover_OnStanceChanged)

un_crouch() None

Perform uncrouch on actor

property 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.

Type:

(bool)