unreal.PhysicsDrivenFlyingMode¶
- class unreal.PhysicsDrivenFlyingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
FlyingModeWARNING - 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 moderespect_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 functionsswing_torque_limit(float): [Read-Write] Maximum torque the character can apply to remain uprighttransitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition checktwist_torque_limit(float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis