unreal.LayeredMove_AnimRootMotion_SimDriven¶
- class unreal.LayeredMove_AnimRootMotion_SimDriven(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_AnimRootMotionAsync-capable variant of FLayeredMove_AnimRootMotion. Runs GenerateMove_Async on the simulation worker thread, computing root motion from montage data without touching game-thread objects. Supports motion warping via warp targets snapshotted to the blackboard each frame.
Use this variant when the Mover component is running in async physics mode and you need the simulation to be authoritative over root motion position and blend-out timing.
C++ Source:
Plugin: Mover
Module: Mover
File: AnimRootMotionLayeredMove.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_out_server_frame(int32): [Read-Only] Server frame at the end of the substep when blend-out was first triggered. INDEX_NONE if not yet.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_server_frame(int32): [Read-Only] Server frame at the end of the substep when the montage was first detected as finished. INDEX_NONE if not yet.finish_velocity_settings(LayeredMoveFinishVelocitySettings): [Read-Write] Settings related to velocity applied to the actor after a layered move has finishedis_finished(bool): [Read-Only] Set true in async when the montage position has reached the end of a non-looping montage. Read on the game thread to finalize the montage instance cleanly.mix_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.should_blend_out(bool): [Read-Only] Set true in async the first time blend-out is triggered. Sticky: never cleared once set. Read on the game thread to call Montage_Stop exactly once.start_mover_time(MoverTime): [Read-Only] Simulation time snapshot taken when this move starts on a worker thread. FrameCount is valid only when started from a fixed-timestep step (ServerFrame != INDEX_NONE); otherwise it remains INDEX_NONE and ElapsedSecondsTo falls back to ms arithmetic automatically.start_sim_time_ms(double): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)