unreal.LaunchMoveLogic¶
- class unreal.LaunchMoveLogic(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
LayeredMoveLogicTODO: 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 finishedforce_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 FLayeredMoveInstancedDatalaunch_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 otherspriority(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.