unreal.PhysicsLaunchCheck

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

Bases: BaseMovementModeTransition

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

Transition that handles launching based on input for a physics-based character

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: PhysicsLaunchCheck.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_mode_reentry (bool): [Read-Write] Whether this transition should reenter a mode if it evaluates true and wants to transition into a mode the actor is already in

  • first_sub_step_only (bool): [Read-Write] Whether this transition should only apply to the first step of the update. If true, modes reached after transitions or mode changes in the current update will not consider this transition

  • shared_settings_classes (Array[type(Class)]): [Read-Write] Settings object type that this mode depends on. May be shared with other transitions and movement modes. When the transition 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 transition supports being part of an asynchronous movement simulation (running concurrently with the gameplay thread) Specifically for the Evaluate and Trigger functions

  • transition_to_mode (Name): [Read-Write] Optional: Name of movement mode to transition to when launch is activated. If set to None launching will not change the current mode

property transition_to_mode: Name

Name of movement mode to transition to when launch is activated. If set to None launching will not change the current mode

Type:

(Name)

Type:

[Read-Write] Optional