unreal.MoverSyncState¶
- class unreal.MoverSyncState(movement_mode: Name = 'None', layered_moves: LayeredMoveGroup = Ellipsis, layered_move_instances: LayeredMoveInstanceGroup = Ellipsis, movement_modifiers: MovementModifierGroup = [], sync_state_collection: MoverDataCollection = [])¶
Bases:
StructBaseState we are evolving frame to frame and keeping in sync (frequently changing). It is composed of a collection of typed structs that can be customized per project. Mover actors are required to have FMoverDefaultSyncState as one of these structs.
C++ Source:
Plugin: Mover
Module: Mover
File: MoverSimulationTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
layered_move_instances(LayeredMoveInstanceGroup): [Read-Only] Additional moves influencing our proposed motionlayered_moves(LayeredMoveGroup): [Read-Only] Additional moves influencing our proposed motionmovement_mode(Name): [Read-Only] The mode we ended up in from the prior frame, and which we’ll start in during the next framemovement_modifiers(MovementModifierGroup): [Read-Only] Additional modifiers influencing our simulationsync_state_collection(MoverDataCollection): [Read-Write]
- property layered_move_instances: LayeredMoveInstanceGroup¶
[Read-Only] Additional moves influencing our proposed motion
- Type:
- property layered_moves: LayeredMoveGroup¶
[Read-Only] Additional moves influencing our proposed motion
- Type:
- property movement_mode: Name¶
[Read-Only] The mode we ended up in from the prior frame, and which we’ll start in during the next frame
- Type:
(Name)
- property movement_modifiers: MovementModifierGroup¶
[Read-Only] Additional modifiers influencing our simulation
- Type:
- property sync_state_collection: MoverDataCollection¶
[Read-Write]
- Type: