unreal.LayeredMoveInstancedData

class unreal.LayeredMoveInstancedData(duration_ms: float = 0.0, start_sim_time_ms: float = 0.0)

Bases: StructBase

Instanced data created and replicated for each activation of a layered move

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: LayeredMoveBase.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())

  • start_sim_time_ms (double): [Read-Write] The simulation time this move first ticked (< 0 means it hasn’t started yet)

property duration_ms: float

[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())

Type:

(double)

property start_sim_time_ms: float

[Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)

Type:

(double)