unreal.PathedPhysicsMovementMode¶
- class unreal.PathedPhysicsMovementMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementModeBase for any movement mode that proceeds along a defined path within a specified amount of time Only functional when used in concert with a PathedPhysicsMoverComponent and MoverPathedPhysicsLiaisonComponent
C++ Source:
Plugin: Mover
Module: Mover
File: PathedMovementMode.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_pattern_debug_drawing(bool): [Read-Write] True to allow individual patterns to draw debug representations. Can be toggled individually on each pattern as well, this is a master switch for convenience.custom_easing_curve(CurveFloat): [Read-Write] If using a custom ease, this is the curve that will be used. If blank, will fall back to standard linear interpolation.debug_draw_aggregate_path(bool): [Read-Write] True to draw debug lines for the aggregate path resulting from all the patterns in the path (i.e. the path that will actually be followed in game)easing(AlphaBlendOption): [Read-Write] The kind of easing to apply when traveling along the pathgameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement modejoint_constraint_properties(ConstraintProfileProperties): [Read-Write] Configuration of the joint constraint that (if enabled) pulls the updated component along the path The default settings are for a very stiff joint that allows just a little bit of “play”one_way_trip_duration(float): [Read-Write] Total duration in seconds of a one-way trip from start to end.path_debug_draw_color(Color): [Read-Write] The color used when drawing the aggregate pathpath_patterns(Array[PathedMovementPatternBase]): [Read-Write] The set of patterns to follow that combine to form the path the component will follow- NOTE: Order can matter here!! The patterns are evaluated each physics frame in order starting from the front.
Each successive pattern is aware of the aggregate results from the previous patterns. In most cases, this doesn’t matter, as the pattern calculates the target transform against the static path origin point. However, some patterns necessarily determine their target based on the calculated target to that point For example, the LookAtRotationPattern calculates the look-at rotation target based on the target location
playback_behavior_override(‘undefined’): [Read-Write] Optional playback behavior override for this mode specificallyshared_settings_classes(Array[type(Class)]): [Read-Write] Settings object type that this mode depends on. May be shared with other movement modes. When the mode is added to a Mover Component, it will create a shared instance of this settings class.supports_async(bool): [Read-Write] Whether this movement mode supports being part of an asynchronous movement simulation (running concurrently with the gameplay thread) Specifically for the GenerateMove and SimulationTick functionstransitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition checkuse_joint_constraint(bool): [Read-Write] True to have the updated component be able to respond to physics inputs by being “pulled” along the path using a joint constraint configured using JointConstraintProperties below.If false, no joint will be used, and the affected component will be moved kinematically (i.e. independent of other physics effects and treated as though it has infinite mass in the physics sim) and never deviate from the path.
Note that the movement is calculated on the physics thread either way, so it will correctly interact with other bodies in the sim.
- Ex: Platform moving along a path in a straight line. If this is enabled, the platform could wobble, dip, shake, stall, etc. in response to physics forces/impulses
(depending on the joint and physics properties of the platform). If this is disabled, the platform will rigidly move along the path and ignore all physics.
- bp_find_pattern(pattern_type) PathedMovementPatternBase¶
Finds the first path pattern on this mode of the given type, if there is one
- Parameters:
- Return type:
- property custom_easing_curve: CurveFloat¶
[Read-Only] If using a custom ease, this is the curve that will be used. If blank, will fall back to standard linear interpolation.
- Type:
- property easing: AlphaBlendOption¶
[Read-Only] The kind of easing to apply when traveling along the path
- Type:
- property one_way_trip_duration: float¶
[Read-Only] Total duration in seconds of a one-way trip from start to end.
- Type:
(float)
- property path_patterns: None¶
[Read-Only] The set of patterns to follow that combine to form the path the component will follow
- NOTE: Order can matter here!! The patterns are evaluated each physics frame in order starting from the front.
Each successive pattern is aware of the aggregate results from the previous patterns. In most cases, this doesn’t matter, as the pattern calculates the target transform against the static path origin point. However, some patterns necessarily determine their target based on the calculated target to that point For example, the LookAtRotationPattern calculates the look-at rotation target based on the target location
- Type:
- property playback_behavior_override: type¶
[Read-Only] Optional playback behavior override for this mode specifically
- Type:
(‘undefined’)
- set_path_duration_begin_play_only(new_duration) None¶
Set the time it takes to travel one way along this path from start to end. Only valid to call in BeginPlay or the Construction Script, ignored otherwise. Once play has begun, the path duration can be modified indirectly via SetMovementTimeDilation on the owning PathedMoverComponent
- Parameters:
new_duration (float)
- property use_joint_constraint: bool¶
[Read-Only] True to have the updated component be able to respond to physics inputs by being “pulled” along the path using a joint constraint configured using JointConstraintProperties below.
If false, no joint will be used, and the affected component will be moved kinematically (i.e. independent of other physics effects and treated as though it has infinite mass in the physics sim) and never deviate from the path.
Note that the movement is calculated on the physics thread either way, so it will correctly interact with other bodies in the sim.
- Ex: Platform moving along a path in a straight line. If this is enabled, the platform could wobble, dip, shake, stall, etc. in response to physics forces/impulses
(depending on the joint and physics properties of the platform). If this is disabled, the platform will rigidly move along the path and ignore all physics.
- Type:
(bool)