unreal.RigUnit_GenerateCharacterMovementComponentTrajectory¶
- class unreal.RigUnit_GenerateCharacterMovementComponentTrajectory(character_movement_component: CharacterMovementComponent = Ellipsis, delta_time: float = 0.0, history_sampling_interval: float = 0.0, num_history_samples: int = 0, prediction_sampling_interval: float = 0.0, num_prediction_samples: int = 0, trajectory_data: PoseSearchTrajectoryData = [], out_trajectory: TransformTrajectory = Ellipsis, out_desired_controller_yaw_last_update: float = 0.0, execute_context: AnimNextExecuteContext = [])¶
Bases:
RigUnit_AnimNextBaseRig Unit Generate Character Movement Component Trajectory
C++ Source:
Plugin: UAFPoseSearch
Module: UAFPoseSearch
File: RigUnit_GenerateCharacterMovementComponentTrajectory.h
Editor Properties: (see get_editor_property/set_editor_property)
character_movement_component(CharacterMovementComponent): [Read-Write]delta_time(float): [Read-Write] This should be the most recent simulation time that was used to get us to our current stateexecute_context(AnimNextExecuteContext): [Read-Write] The execution resulthistory_sampling_interval(float): [Read-Write]num_history_samples(int32): [Read-Write]num_prediction_samples(int32): [Read-Write]out_desired_controller_yaw_last_update(float): [Read-Write]out_trajectory(TransformTrajectory): [Read-Write]prediction_sampling_interval(float): [Read-Write]trajectory_data(PoseSearchTrajectoryData): [Read-Write]
- property character_movement_component: CharacterMovementComponent¶
[Read-Write]
- Type:
- property delta_time: float¶
[Read-Write] This should be the most recent simulation time that was used to get us to our current state
- Type:
(float)
- property execute_context: AnimNextExecuteContext¶
[Read-Write] The execution result
- Type:
- property out_trajectory: TransformTrajectory¶
[Read-Write]
- Type:
- property trajectory_data: PoseSearchTrajectoryData¶
[Read-Write]
- Type: