unreal.LayeredMove_LinearVelocity¶
- class unreal.LayeredMove_LinearVelocity(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, velocity: Vector = Ellipsis, magnitude_over_time: CurveFloat = Ellipsis, settings_flags: int = 0)¶
Bases:
LayeredMoveBaseLinear Velocity: A method of inducing a straight-line velocity on an actor over time
C++ Source:
Plugin: Mover
Module: Mover
File: BasicLayeredMoves.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 finishedmagnitude_over_time(CurveFloat): [Read-Write] Optional curve float for controlling the magnitude of the velocity applied to the actor over the duration of the movemix_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.settings_flags(uint8): [Read-Write] see: ELayeredMove_ConstantVelocitySettingsFlagsstart_sim_time_ms(double): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)velocity(Vector): [Read-Write] Units per second, could be worldspace vs relative depending on Flags
- property magnitude_over_time: CurveFloat¶
[Read-Write] Optional curve float for controlling the magnitude of the velocity applied to the actor over the duration of the move
- Type: