unreal.PhysicsDrivenWalkingMode¶
- class unreal.PhysicsDrivenWalkingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
WalkingModeWARNING - This class will be removed. Please use UChaosWalkingMode instead
PhysicsDrivenWalkingMode: Override base kinematic walking mode for physics based motion.
C++ Source:
Plugin: Mover
Module: Mover
File: PhysicsDrivenWalkingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
floor_check_policy(StaticFloorCheckPolicy): [Read-Write] Choice of behavior for floor checks while not moving.fractional_downward_velocity_to_target(float): [Read-Write] Controls how much downward velocity is applied to keep the character rooted to the ground when the character is within MaxStepHeight of the ground surface.fractional_ground_reaction(float): [Read-Write] Controls the reaction force applied to the ground in the ground plane when the character is moving A value of 1 means that the full reaction force is applied A value of 0 means the character only applies a normal force to the ground and no tangential forcefractional_radial_force_limit_scaling(float): [Read-Write] Scaling applied to the radial force limit to raise the limit to always allow the character to reach the motion target/ A value of 1 means that the radial force limit will be increased as needed to match the force required to achieve the motion target. A value of 0 means no scaling will be applied.friction_force_limit(float): [Read-Write] Maximum force the character can apply to hold in place while standing on an unwalkable inclinegameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement modeground_damping(float): [Read-Write] Damping factor to control the softness of the interaction between the character and the ground Set to 0 for no damping and 1 for maximum dampinghandle_vertical_landing_separately(bool): [Read-Write] This setting is relevant for pawns landing on sloped surfaces. When enabled, no sliding occurs for vertical landing velocities. When disabled, the sliding is governed by the friction forces.max_unsupported_time_before_falling(float): [Read-Write] Time limit for being unsupported before moving from a walking to a falling state. This provides some grace period when walking off of an edge during which locomotion and jumping are still possible even though the character has started falling under gravityquery_radius(float): [Read-Write] Radius used for ground queriesradial_force_limit(float): [Read-Write] Maximum force the character can apply to reach the motion targetshared_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 uprighttarget_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.transitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition checkturn_generator(Object): [Read-Write] Optional modular object for generating rotation towards desired orientation. If not specified, linear interpolation will be used.twist_torque_limit(float): [Read-Write] Maximum torque the character can apply to rotate in air about the vertical axis