unreal.LayeredMove_AnimRootMotion¶
- class unreal.LayeredMove_AnimRootMotion(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, montage_state: MoverAnimMontageState = Ellipsis)¶
Bases:
LayeredMove_MontageStateProviderAnim Root Motion Move: handles root motion from a montage played on the primary visual component (skeletal mesh). In this method, root motion is extracted independently from anim playback. The move will end itself if the animation is interrupted on the mesh.
C++ Source:
Plugin: Mover
Module: Mover
File: AnimRootMotionLayeredMove.h
Editor Properties: (see get_editor_property/set_editor_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())finish_velocity_settings(LayeredMoveFinishVelocitySettings): [Read-Write] Settings related to velocity applied to the actor after a layered move has finishedmix_mode(MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with othersmontage_state(MoverAnimMontageState): [Read-Write]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.start_sim_time_ms(double): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)
- property montage_state: MoverAnimMontageState¶
[Read-Write]
- Type: