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:
StructBaseRepresents 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 componentbone_name(Name): [Read-Write] Optional bone name in the component used to calculate the final target transformcomponent(SceneComponent): [Read-Write] Optional component used to calculate the final target transformfollow_component(bool): [Read-Write] Whether the target transform calculated from a component and an optional bone should be updated during the warpOnly 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 userlocation_offset(Vector): [Read-Write] Optional static location offset. Only relevant when the warp target is created from a componentlocation_offset_direction(WarpTargetLocationOffsetDirection): [Read-Write] Determines how LocationOffset is applied by FMotionWarpingTarget when calculating a target transformOnly relevant when the warp target is created from a component
name(Name): [Read-Write] Unique name for this warp targetrotation(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 userrotation_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:
- 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