unreal.PathedPhysicsMoverComponent¶
- class unreal.PathedPhysicsMoverComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MoverComponentPathed Physics Mover Component
C++ Source:
Plugin: Mover
Module: Mover
File: PathedPhysicsMoverComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
accept_external_movement(bool): [Read-Write] If enabled, we’ll accept any movements from an external system in the next simulation state updateasset_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.auto_move_on_spawn(bool): [Read-Write] Whether to start moving along the path immediately upon beginning playbackend_class(type(Class)): [Read-Write] Specifies which supporting back end class should drive this Mover actorcan_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.default_playback_behavior(PathedPhysicsPlaybackBehavior): [Read-Write] Default follow behavior for the path as a wholedisplay_progress_preview_mesh(bool): [Read-Write] When true and the root component of the actor is a mesh, a duplicate mesh will be shown at PreviewMeshProgress along the starting/default patheditable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classgather_input_from_all_input_producer_components(bool): [Read-Write] If true, any actor component implementing MoverInputProducerInterface on this component’s owner will be able to produce input commandsgravity_accel_override(Vector): [Read-Write] cm/s^2, only meaningful if bHasGravityOverride: is enabled.Set SetGravityOverride:gravity_to_world_transform(Quat): [Read-Only] A cached quaternion representing the inverse rotation from world space to gravity relative space defined by GravityAccelOverride.has_gravity_override(bool): [Read-Write] Whether or not gravity is overridden on this actor. Otherwise, fall back on world settings. See SetGravityOverride:has_up_direction_override(bool): [Read-Write] Whether to override the up direction with a fixed value instead of using gravity to deduce itinput_producer(Object): [Read-Write] Optional object for producing input cmds. Typically set at BeginPlay time. If not specified, defaulted input will be used.Note that any other actor component implementing MoverInputProducerInterface on this component’s owner will also be able to produce input commands if bGatherInputFromAllInputProducerComponents is true.
see: bGatherInputFromAllInputProducerComponents
is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmovement_mixer(MovementMixer): [Read-Write] Optional object for mixing proposed moves.Typically set at BeginPlay time. If not specified, UDefaultMovementMixer will be used.movement_modes(Map[Name, BaseMovementMode]): [Read-Write]movement_start_delay(float): [Read-Write] How long after being told to StartMoving() to delay before actually moving. Generally used to stagger the start times of a handful of autoplaying instances.on_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 deactivatedon_movement_mode_changed(Mover_OnMovementModeChanged): [Read-Write] Broadcast when a MovementMode has changed. Happens during a simulation tick if the mode changed that tick or when SetModeImmediately is used to change modes.on_movement_transition_triggered(Mover_OnTransitionTriggered): [Read-Write] Broadcast when a Transition has been triggered.on_post_finalize(Mover_OnPostFinalize): [Read-Write] Broadcast after each finalized simulation frame, after the state is finalized. (Game thread only)on_post_simulation_rollback(Mover_OnPostSimRollback): [Read-Write] Broadcast when a rollback has occurred, just before the next simulation tick occurson_post_simulation_tick(Mover_OnPostSimTick): [Read-Write] Broadcast after each simulation tick and the state is finalizedon_pre_movement(Mover_OnPreMovement): [Read-Write] Broadcast during the simulation tick after inputs have been processed, but before the actual move is performed. Note - When async simulating, the delegate would be called on the async thread, and might be broadcast multiple times.on_pre_simulation_tick(Mover_OnPreSimTick): [Read-Write] Broadcast before each simulation tick. Note - Guaranteed to run on the game thread (even in async simulation).on_teleport_failed(Mover_OnTeleportFailed): [Read-Write] Broadcast when a teleport has failedon_teleport_succeeded(Mover_OnTeleportSucceeded): [Read-Write] Broadcast when a teleport has succeededpersistent_sync_state_data_types(Array[MoverDataPersistence]): [Read-Write] List of types that should always be present in this actor’s sync stateplanar_constraint(PlanarConstraint): [Read-Write] Settings that can lock movement to a particular planepreview_mesh_progress(float): [Read-Write] How far along the starting/default path to preview the controlled meshprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentprogress_preview_mesh_material(MaterialInterface): [Read-Write] The material to apply to the preview mesh displayed along the path at PreviewMeshProgress (leave empty for an exact duplicate)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!shared_settings(Array[Object]): [Read-Write] Collection of settings objects that are shared between movement modes. This list is automatically managed based on the MovementModes: contents.smoothing_mode(MoverSmoothingMode): [Read-Write] If enabled, the movement of the primary visual component will be smoothed via an offset from the root moving component. This is useful in fixed-tick simulations with variable rendering rates.starting_movement_mode(Name): [Read-Write] Name of the first mode to start in when simulation begins. Must have a mapping in MovementModes. Only used during initialization.supports_kinematic_based_movement(bool): [Read-Write] If enabled, this actor will be moved to follow a base actor that it’s standing on. Typically disabled for physics-based movement, which handles based movement internally.sync_inputs_for_sim_proxy(bool): [Read-Write] If enabled, we’ll send inputs along with to sim proxy via the sync state, and they’ll be available via GetLastInputCmd. This may be useful for cases where input is used to hint at object state, such as an anim graph. This option is intended to be temporary until all networking backends allow this.transitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks that are always evaluated regardless of mode. Evaluated in order, stopping at the first successful transition check. Mode-owned transitions take precedence. */up_direction_override(Vector): [Read-Write] A fixed up direction to use if bHasUpDirectionOverride is trueuse_deferred_group_movement(bool): [Read-Write] If true, then the transform updates applied in UMoverComponent::SetFrameStateFromContext will use a “deferred group move” to improve performance.It is not recommended that you enable this when you need exact, high fidelity characters such as your player character. This is mainly a benefit for scenarios with large amounts of NPCs or lower fidelity characters where it is acceptable to not have immediately applied transforms.
This only does something if the “s.GroupedComponentMovement.Enable” CVar is set to true.
warn_on_external_movement(bool): [Read-Write] Whether to warn when we detect that an external system has moved our object, outside of movement simulation controlworld_to_gravity_transform(Quat): [Read-Only] A cached quaternion representing the rotation from world space to gravity relative space defined by GravityAccelOverride.
- property default_playback_behavior: PathedPhysicsPlaybackBehavior¶
[Read-Write] Default follow behavior for the path as a whole
- Type:
- get_default_playback_behavior() PathedPhysicsPlaybackBehavior¶
Get Default Playback Behavior
- Return type:
- property movement_start_delay: float¶
[Read-Only] How long after being told to StartMoving() to delay before actually moving. Generally used to stagger the start times of a handful of autoplaying instances.
- Type:
(float)
- set_default_playback_behavior(playback_behavior) None¶
Set Default Playback Behavior
- Parameters:
playback_behavior (PathedPhysicsPlaybackBehavior)
- set_path_origin_transform(new_path_origin) None¶
Changes path origin (i.e. the transform at the very beginning), causing the whole path to shift accordlingly. The updated component is immediately teleported by the delta between the old and new origins, retaining all other physics state If a more gradual origin shift is desired, it’s up to the caller to set this with a small lerp delta each frame.
- Parameters:
new_path_origin (Transform)