unreal.PhysicsDrivenFlyingMode

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

Bases: FlyingMode

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

PhysicsDrivenFlyingMode: Override base kinematic flying mode for physics based motion.

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: PhysicsDrivenFlyingMode.h

Editor Properties: (see get_editor_property/set_editor_property)

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

  • respect_distance_over_walkable_surfaces (bool): [Read-Write] If true, the actor will ‘float’ above any walkable surfaces to maintain the same height as ground-based modes. This can prevent pops when transitioning to ground-based movement, at the cost of performing floor checks while flying.

  • 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.

  • 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

  • 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