unreal.PhysicsDrivenFallingMode

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

Bases: FallingMode

WARNING - This class will be removed. Please use UChaosFallingMode instead

PhysicsDrivenFallingMode: Override base kinematic falling mode for physics based motion.

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: PhysicsDrivenFallingMode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • air_control_percentage (float): [Read-Write] When falling, amount of movement control available to the actor. 0 = no control, 1 = full control

  • cancel_vertical_speed_on_landing (bool): [Read-Write] If true, actor will land and lose all speed in the vertical direction upon landing. If false, actor’s vertical speed will be redirected based on the surface normal it hit. Note: Actor’s horizontal speed will not be affected if true. If false, horizontal speed may be increased on landing.

  • falling_deceleration (float): [Read-Write] Deceleration to apply to air movement when falling slower than terminal velocity. Note: This is NOT applied to vertical velocity, only movement plane velocity

  • falling_lateral_friction (float): [Read-Write] Friction to apply to air movement. Lateral velocity is scaled each tick by a factor (1-Friction * TimeStep) so friction values greater than 1/TimeStep will result in all lateral velocity being removed. Note: This is NOT applied to vertical velocity, only movement plane velocity

  • gameplay_tags (GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement mode

  • on_landed (Mover_OnLanded): [Read-Write] Broadcast when this actor lands on a valid surface.

  • over_terminal_speed_falling_deceleration (float): [Read-Write] Deceleration to apply to air movement when falling faster than terminal velocity Note: This is NOT applied to vertical velocity, only movement plane velocity

  • query_radius (float): [Read-Write] Radius used for ground queries

  • shared_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.

  • should_clamp_terminal_vertical_speed (bool): [Read-Write] When exceeding maximum vertical speed, should it be enforced via a hard clamp? If false, VerticalFallingDeceleration will be used for a smoother transition to the terminal speed limit.

  • 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 functions

  • swing_torque_limit (float): [Read-Write] Maximum torque the character can apply to remain upright

  • target_height_override (‘undefined’): [Read-Write] Optional override target height for the character (the desired distance from the center of the capsule to the floor). If left blank, the -Z offset of the owning character’s skeletal mesh comp will be used automatically.

  • terminal_movement_plane_speed (float): [Read-Write] If the actor’s movement plane velocity is greater than this speed falling will start applying OverTerminalSpeedFallingDeceleration instead of FallingDeceleration The expected behavior is to set OverTerminalSpeedFallingDeceleration higher than FallingDeceleration so the actor will slow down faster when going over TerminalMovementPlaneSpeed.

  • terminal_vertical_speed (float): [Read-Write] If the actors vertical velocity is greater than this speed VerticalFallingDeceleration will be applied to vertical velocity

  • transitions (Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition check

  • twist_torque_limit (float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis

  • vertical_falling_deceleration (float): [Read-Write] Deceleration to apply to vertical velocity when it’s greater than TerminalVerticalSpeed. Only used if bShouldClampTerminalVerticalSpeed is false.