unreal.LinearVelocityMoveData

class unreal.LinearVelocityMoveData(duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, velocity: Vector = Ellipsis, settings_flags: int = 0)

Bases: LayeredMoveInstancedData

Linear Velocity Move Data

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: BasicLayeredMoves.h

Editor Properties: (see get_editor_property/set_editor_property)

  • duration_ms (double): [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())

  • settings_flags (uint8): [Read-Write] see: ELayeredMove_ConstantVelocitySettingsFlags

  • start_sim_time_ms (double): [Read-Write] The simulation time this move first ticked (< 0 means it hasn’t started yet)

  • velocity (Vector): [Read-Write] Units per second, world-space or relative to the actor depending on SettingsFlags.

property settings_flags: int

[Read-Write] see: ELayeredMove_ConstantVelocitySettingsFlags

Type:

(uint8)

property velocity: Vector

[Read-Write] Units per second, world-space or relative to the actor depending on SettingsFlags.

Type:

(Vector)