unreal.MotionWarpingTarget

class unreal.MotionWarpingTarget(name: Name = 'None', location: Vector = Ellipsis, rotation: Rotator = Ellipsis, component: SceneComponent = Ellipsis, bone_name: Name = 'None', follow_component: bool = False, location_offset_direction: WarpTargetLocationOffsetDirection = Ellipsis, avatar_actor: Actor = Ellipsis, location_offset: Vector = Ellipsis, rotation_offset: Rotator = Ellipsis)

Bases: StructBase

Represents a point of alignment in the world

C++ Source:

  • Plugin: MotionWarping

  • Module: MotionWarping

  • File: RootMotionModifier.h

Editor Properties: (see get_editor_property/set_editor_property)

  • avatar_actor (Actor): [Read-Write] Optional Actor that uses this warping target. Used for offset calculation of target transform is provided via component

  • bone_name (Name): [Read-Write] Optional bone name in the component used to calculate the final target transform

  • component (SceneComponent): [Read-Write] Optional component used to calculate the final target transform

  • follow_component (bool): [Read-Write] Whether the target transform calculated from a component and an optional bone should be updated during the warp

    Only relevant when the warp target is created from a component

  • location (Vector): [Read-Write] When the warp target is created from a component this stores the location of the component at the time of creation, otherwise its the location supplied by the user

  • location_offset (Vector): [Read-Write] Optional static location offset. Only relevant when the warp target is created from a component

  • location_offset_direction (WarpTargetLocationOffsetDirection): [Read-Write] Determines how LocationOffset is applied by FMotionWarpingTarget when calculating a target transform

    Only relevant when the warp target is created from a component

  • name (Name): [Read-Write] Unique name for this warp target

  • rotation (Rotator): [Read-Write] When the warp target is created from a component this stores the rotation of the component at the time of creation, otherwise its the rotation supplied by the user

  • rotation_offset (Rotator): [Read-Write] Optional static rotation offset. Only relevant when the warp target is created from a component

property avatar_actor: Actor

[Read-Write] Optional Actor that uses this warping target. Used for offset calculation of target transform is provided via component

Type:

(Actor)

property bone_name: Name

[Read-Write] Optional bone name in the component used to calculate the final target transform

Type:

(Name)

property component: SceneComponent

[Read-Write] Optional component used to calculate the final target transform

Type:

(SceneComponent)

property follow_component: bool

[Read-Write] Whether the target transform calculated from a component and an optional bone should be updated during the warp Only relevant when the warp target is created from a component

Type:

(bool)

property location: Vector

[Read-Write] When the warp target is created from a component this stores the location of the component at the time of creation, otherwise its the location supplied by the user

Type:

(Vector)

property location_offset: Vector

[Read-Write] Optional static location offset. Only relevant when the warp target is created from a component

Type:

(Vector)

property location_offset_direction: WarpTargetLocationOffsetDirection

[Read-Write] Determines how LocationOffset is applied by FMotionWarpingTarget when calculating a target transform Only relevant when the warp target is created from a component

Type:

(WarpTargetLocationOffsetDirection)

property name: Name

[Read-Write] Unique name for this warp target

Type:

(Name)

property rotation: Rotator

[Read-Write] When the warp target is created from a component this stores the rotation of the component at the time of creation, otherwise its the rotation supplied by the user

Type:

(Rotator)

property rotation_offset: Rotator

[Read-Write] Optional static rotation offset. Only relevant when the warp target is created from a component

Type:

(Rotator)