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: LayeredMoveBase

Root 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 finished

  • mix_mode (MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with others

  • 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 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.

Type:

(bool)