unreal.RigUnit_MoverToggleRootMotion¶
- class unreal.RigUnit_MoverToggleRootMotion(mover_component: MoverComponent = Ellipsis, root_motion_enabled: bool = False, toggle_on_game_thread: bool = False, execute_context: AnimNextExecuteContext = [])¶
Bases:
RigUnit_AnimNextBaseRigVM Node that can be used to toggle mover root motion. The toggle will occur next frame. You should also update your animation tick dependencies to so that animation runs before mover when this is toggled.
For example. Within UAF during PrePhysics: If (bRootMotionEnabled) -> AddDependency : MoverComponent, Before, SimulateMovment -> RemoveDependency : MoverComponent, After, SimulateMovment If (!bRootMotionEnabled) -> RemoveDependency : MoverComponent, Before, SimulateMovment -> AddDependency : MoverComponent, After, SimulateMovment
Where: If / AddDependency / RemoveDependency are nodes in your RigVM UAF PrePhysics graph.
C++ Source:
Plugin: MoverAnimNext
Module: MoverAnimNext
File: RigUnit_MoverToggleRootMotion.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_context(AnimNextExecuteContext): [Read-Write] Execution input / outputmover_component(MoverComponent): [Read-Write] Mover to toggle root motion onroot_motion_enabled(bool): [Read-Write] True if we want to enable root motion on the movertoggle_on_game_thread(bool): [Read-Write] True if we want to delay the toggle to next frame on game thread. This allows for tick dependencies to change for next frame
- property execute_context: AnimNextExecuteContext¶
[Read-Write] Execution input / output
- Type:
- property mover_component: MoverComponent¶
[Read-Write] Mover to toggle root motion on
- Type: