unreal.LaunchMoveData¶
- class unreal.LaunchMoveData(duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, launch_velocity: Vector = Ellipsis, force_movement_mode: Name = 'None')¶
Bases:
LayeredMoveInstancedDataLaunch Move Data
C++ Source:
Plugin: Mover
Module: Mover
File: LaunchMove.h
Editor Properties: (see get_editor_property/set_editor_property)
duration_ms(double): [Read-Write] This move will expire after a set amount of time if > 0. If 0, it will be ticked only once, regardless of time step. It will need to be manually ended if < 0. Note: If changed after starting to a value beneath the current lifetime of the move, it will immediately finish (so if your move finishes early, setting this to 0 is equivalent to returning true from IsFinished())force_movement_mode(Name): [Read-Write] Optional movement mode name to force the actor into before applying the impulse velocity.launch_velocity(Vector): [Read-Write] Velocity to apply to the updated component. Could be additive or overriding depending on MixMode setting.start_sim_time_ms(double): [Read-Write] The simulation time this move first ticked (< 0 means it hasn’t started yet)