unreal.FlyingMode¶
- class unreal.FlyingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementModeFlyingMode: a default movement mode for moving through the air freely, but still interacting with blocking geometry. The moving actor will remain upright vs the movement plane.
C++ Source:
Plugin: Mover
Module: Mover
File: FlyingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
gameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement moderespect_distance_over_walkable_surfaces(bool): [Read-Write] If true, the actor will ‘float’ above any walkable surfaces to maintain the same height as ground-based modes. This can prevent pops when transitioning to ground-based movement, at the cost of performing floor checks while flying.shared_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.supports_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 functionstransitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition check
- property respect_distance_over_walkable_surfaces: bool¶
[Read-Write] If true, the actor will ‘float’ above any walkable surfaces to maintain the same height as ground-based modes. This can prevent pops when transitioning to ground-based movement, at the cost of performing floor checks while flying.
- Type:
(bool)