unreal.FollowSplineMode¶
- class unreal.FollowSplineMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementModeFollowSplineMode: This mode performs movement of the associated actor, along a spline. Default settings will provide a follow from start to end of the Spline. However, the start and end offsets could make the actor trace intermediate paths along the spline.
C++ Source:
Plugin: MoverExamples
Module: MoverExamples
File: FollowSplineMode.h
Editor Properties: (see get_editor_property/set_editor_property)
behaviour_type(InterpToBehaviourType): [Read-Write] Follow Mode for Path Followingconstant_follow_velocity(bool): [Read-Write] Should Mover follow spline with constant velocitycontrol_spline(SplineComponent): [Read-Only]custom_duration_seconds_override(float): [Read-Write] If greater than zero, the follow motion would map the spline time to this duration.end_offset(SplineOffsetRangeInput): [Read-Write] Optional end offset to define ranged followgameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement modeinterpolation_curve(CurveFloat): [Read-Write] Optional Interpolation curve to dictate the speed and position for followorient_mover_to_movement(bool): [Read-Write] Should Mover face in the direction of movement at all timesrotation_type(FollowSplineRotationType): [Read-Write] Rotation Mode for 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.start_offset(SplineOffsetRangeInput): [Read-Write] Optional starting offset to define ranged followstart_reveresed(bool): [Read-Write] Should the mover start following from the Endsupports_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] Follow Mode for Path Following
- Type:
- property constant_follow_velocity: bool¶
[Read-Write] Should Mover follow spline with constant velocity
- Type:
(bool)
- property control_spline: SplineComponent¶
[Read-Only]
- Type:
- property custom_duration_seconds_override: float¶
[Read-Write] If greater than zero, the follow motion would map the spline time to this duration.
- Type:
(float)
- property end_offset: SplineOffsetRangeInput¶
[Read-Write] Optional end offset to define ranged follow
- Type:
- property interpolation_curve: CurveFloat¶
[Read-Write] Optional Interpolation curve to dictate the speed and position for follow
- Type:
- property orient_mover_to_movement: bool¶
[Read-Write] Should Mover face in the direction of movement at all times
- Type:
(bool)
- property rotation_type: FollowSplineRotationType¶
[Read-Write] Rotation Mode for Path Following
- Type:
- set_control_spline(spline_provider_actor, offset=[0.000000, SplineOffsetUnit.PERCENTAGE]) None¶
Set Control Spline
- Parameters:
spline_provider_actor (Actor)
offset (SplineOffsetRangeInput)
- property start_offset: SplineOffsetRangeInput¶
[Read-Write] Optional starting offset to define ranged follow
- Type: