unreal.MotionWarpingComponent¶
- class unreal.MotionWarpingComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponentMotion Warping Component
C++ Source:
Plugin: MotionWarping
Module: MotionWarping
File: MotionWarpingComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedon_pre_update(MotionWarpingPreUpdate): [Read-Write] On Pre Update: Event called before Root Motion Modifiers are updatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!search_for_windows_in_anims_within_montages(bool): [Read-Write] Search for Windows in Anims Within Montages: Whether to look inside animations within montage when looking for warping windows
- add_or_update_warp_target(warp_target_name, warp_target) None¶
Adds or update a target associated with a specified name
- Parameters
warp_target_name (Name) –
warp_target (MotionWarpingTarget) –
- add_or_update_warp_target_from_component(warp_target_name, component, bone_name, follow_component) None¶
Create and adds or update a target associated with a specified name
- Parameters
warp_target_name (Name) – Warp target identifier
component (SceneComponent) – Scene Component used to get the target transform
bone_name (Name) – Optional bone or socket in the component used to get the target transform.
follow_component (bool) – Whether the target transform should update while the warping is active. Useful for tracking moving targets. Note that this will be one frame off if our owner ticks before the target actor. Add tick pre-requisites to avoid this.
- add_or_update_warp_target_from_location(warp_target_name, target_location) None¶
Create and adds or update a target associated with a specified name
- add_or_update_warp_target_from_location_and_rotation(warp_target_name, target_location, target_rotation) None¶
Create and adds or update a target associated with a specified name
- add_or_update_warp_target_from_transform(warp_target_name, target_transform) None¶
Create and adds or update a target associated with a specified name
- property on_pre_update¶
[Read-Write] On Pre Update: Event called before Root Motion Modifiers are updated
- Type