unreal.LinearVelocityMoveLogic¶
- class unreal.LinearVelocityMoveLogic(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
LayeredMoveLogicLinear Velocity (instanced): Induces a straight-line velocity on an actor over time. Async-compatible. Curve-based magnitude modulation is not supported; use FLayeredMove_LinearVelocity for that.
C++ Source:
Plugin: Mover
Module: Mover
File: BasicLayeredMoves.h
Editor Properties: (see get_editor_property/set_editor_property)
default_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())finish_velocity_settings(LayeredMoveFinishVelocitySettings): [Read-Write] Settings related to velocity applied to the actor after the move has finishedinstanced_data_struct_type(ScriptStruct): [Read-Write] todo: DanH: Fail validation if this isn’t set or isn’t an FLayeredMoveInstancedDatamix_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.