unreal.FollowPathMode¶
- class unreal.FollowPathMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementModeFollowPathMode: This mode performs simple movement of the associated actor, attempting to interpolate through a series of locations. There are variety of settings that affect behavior, such as speed and looping.
C++ Source:
Plugin: MoverExamples
Module: MoverExamples
File: FollowPathMode.h
Editor Properties: (see get_editor_property/set_editor_property)
behaviour_type(InterpToBehaviourType): [Read-Write] Method of path-followingcontrol_points(Array[InterpControlPoint]): [Read-Write] List of ordered path locations to visitduration(float): [Read-Write] Time (in seconds) required to move from the first point to the last (or vice versa)gameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement moderotation_type(FollowPathRotationType): [Read-Write] Method of rotating the actor during path-followingshared_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 behaviour_type: InterpToBehaviourType¶
[Read-Write] Method of path-following
- Type:
- property duration: float¶
[Read-Write] Time (in seconds) required to move from the first point to the last (or vice versa)
- Type:
(float)
- property rotation_type: FollowPathRotationType¶
[Read-Write] Method of rotating the actor during path-following
- Type: