unreal.MoverPathedPhysicsLiaisonComponent¶
- class unreal.MoverPathedPhysicsLiaisonComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MoverNetworkPhysicsLiaisonComponentBaseWARNING - 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 componentasset_user_data_editor_only(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_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 deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!