unreal.MockCharacterAbilityComponent
¶
- class unreal.MockCharacterAbilityComponent(outer=None, name='None')¶
Bases:
unreal.CharacterMotionComponent
ActorComponent for running Mock Ability Simulation for CharacterMotion example
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: MockCharacterAbilitySimulation.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_blink_activate_event
(MockCharacterAbilityBlinkCueEvent): [Read-Write] On Blink Activate Eventon_blink_activate_event_rollback
(MockCharacterAbilityBlinkCueRollback): [Read-Write] On Blink Activate Event Rollbackon_blink_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Blink Changeson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_dash_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Dash state changeson_jump_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Jump Changeson_sprint_state_change
(MockCharacterAbilityNotifyStateChange): [Read-Write] Notifies when Sprint state changesprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property on_blink_activate_event¶
[Read-Write] On Blink Activate Event
- property on_blink_activate_event_rollback¶
[Read-Write] On Blink Activate Event Rollback
- property on_blink_state_change¶
[Read-Write] Notifies when Blink Changes
- property on_dash_state_change¶
[Read-Write] Notifies when Dash state changes
- property on_jump_state_change¶
[Read-Write] Notifies when Jump Changes
- property on_sprint_state_change¶
[Read-Write] Notifies when Sprint state changes