unreal.LayeredMove_RootMotionAttribute¶
- class unreal.LayeredMove_RootMotionAttribute(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, constrain_world_rot_to_movement_plane: bool = False)¶
Bases:
LayeredMoveBaseRoot Motion Attribute Move: handles root motion from a mesh’s custom attribute, ignoring scaling. Currently only supports Independent ticking mode, and allows controlled movement while jumping/falling or when a SkipAnimRootMotion tag is active.
C++ Source:
Plugin: Mover
Module: Mover
File: RootMotionAttributeLayeredMove.h
Editor Properties: (see get_editor_property/set_editor_property)
constrain_world_rot_to_movement_plane(bool): [Read-Write] If true, any root motion rotations will be projected onto the movement plane (in worldspace), relative to the “up” direction. Otherwise, they’ll be taken as-is.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 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.start_sim_time_ms(double): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)