unreal.PhysicsMovementComponent¶
- class unreal.PhysicsMovementComponent(outer=None, name='None')¶
Bases:
unreal.NetworkPhysicsComponentPhysics Movement Component
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: PhysicsMovement.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmovement_state(PhysicsMovementNetState): [Read-Write] Movement State: Latest MovementStateon_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedon_generate_local_input_cmd(OnGenerateLocalInputCmd): [Read-Write] On Generate Local Input Cmd: Event called when local input is needed: fill out PendingInputCmd with latest input datapending_input_cmd(PhysicsInputCmd): [Read-Write] Pending Input Cmd: Game code should write to this when locally controlling this object.primary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property movement_state¶
[Read-Only] Movement State: Latest MovementState
- Type
- property on_generate_local_input_cmd¶
[Read-Write] On Generate Local Input Cmd: Event called when local input is needed: fill out PendingInputCmd with latest input data
- Type
- property pending_input_cmd¶
[Read-Write] Pending Input Cmd: Game code should write to this when locally controlling this object.
- Type
- set_auto_brake_strength(brake_strength) None¶
Set Auto Brake Strength
- Parameters
brake_strength (float) –
- set_auto_target_yaw_strength(strength) None¶
Set Auto Target Yaw Strength
- Parameters
strength (float) –