unreal.MoverPathedPhysicsLiaisonComponent

class unreal.MoverPathedPhysicsLiaisonComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: MoverNetworkPhysicsLiaisonComponentBase

WARNING - This class will be removed. Please use UChaosMoverBackend along with UChaosPathedMovementControllerComponent to simulate moving platforms

Liaison that works with path-following movement modes. Establishes a joint constraint between the actual component to update and wherever it should be along the path. This allows the platform’s velocity and rotation to be affected by physics as it moves along the path, and the joint pulls it back where it should be (think spring). Only compatible with UPathedPhysicsMovementModes, which are responsible for dictating how “loose” the joint between the platform and its ideal position is.

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: MoverPathedPhysicsLiaison.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_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 navigation

  • component_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 class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!