unreal.PhysicsDrivenWalkingMode

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

Bases: WalkingMode

WARNING - 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 force

  • fractional_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 incline

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

  • ground_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 damping

  • handle_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 gravity

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

  • radial_force_limit (float): [Read-Write] Maximum force the character can apply to reach the motion target

  • 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

  • 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.

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

  • turn_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