unreal.LaunchMoveLogic

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

Bases: LayeredMoveLogic

TODO: Create data for this? Is it not needed?!

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: LaunchMove.h

Editor Properties: (see get_editor_property/set_editor_property)

  • default_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())

  • finish_velocity_settings (LayeredMoveFinishVelocitySettings): [Read-Write] Settings related to velocity applied to the actor after the move has finished

  • force_movement_mode (Name): [Read-Write] Optional movement mode name to force the actor into before applying the impulse velocity.

  • instanced_data_struct_type (ScriptStruct): [Read-Write] todo: DanH: Fail validation if this isn’t set or isn’t an FLayeredMoveInstancedData

  • launch_velocity (Vector): [Read-Write] Velocity to apply to the updated component. Could be additive or overriding depending on MixMode setting.

  • mix_mode (MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with others

  • priority (uint8): [Read-Write] Determines if this layered move should take priority over other layered moves when different moves have conflicting overrides - higher numbers taking precedent.

property force_movement_mode: Name

[Read-Write] Optional movement mode name to force the actor into before applying the impulse velocity.

Type:

(Name)

property launch_velocity: Vector

[Read-Write] Velocity to apply to the updated component. Could be additive or overriding depending on MixMode setting.

Type:

(Vector)