unreal.SharedChaosCharacterMovementSettings¶
- class unreal.SharedChaosCharacterMovementSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectSharedChaosCharacterMovementSettings: collection of settings that are shared between the chaos character movement modes
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: SharedChaosCharacterMovementSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
acceleration(float): [Read-Write] Default max linear rate of acceleration for controlled input. May be scaled based on magnitude of input.braking_friction(float): [Read-Write] Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. note: Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. see: bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalkingbraking_friction_factor(float): [Read-Write] Factor used to multiply actual value of friction used when braking. This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. note: This is 2 by default for historical reasons, a value of 1 gives the true drag equation.deceleration(float): [Read-Write] Default max linear rate of deceleration when there is no controlled inputdefault_falling_mode(Name): [Read-Write] Default movement mode to use when falling.ground_friction(float): [Read-Write] Setting that affects movement control. Higher values allow faster changes in direction. This can be used to simulate slippery surfaces such as ice or oil by lowering the value (possibly based on the material the actor is standing on).max_speed(float): [Read-Write] Maximum speed in the movement planemax_step_height(float): [Read-Write] Mover actors will be able to step up onto or over obstacles shorter than thismax_walkable_slope_angle(float): [Read-Write] Maximum angle of slope that the character can walk on without slidingturning_boost(float): [Read-Write] Speeds velocity direction changes while turning, to reduce slidingturning_rate(float): [Read-Write] Maximum rate of turning rotation (degrees per second). Negative numbers indicate instant rotation and should cause rotation to snap instantly to desired direction.use_acceleration_for_velocity_move(bool): [Read-Write] Should use acceleration for velocity based movement intent? If true, acceleration is applied when using velocity input to reach the target velocity. If false, velocity is set directly, disregarding acceleration.use_separate_braking_friction(bool): [Read-Write] If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. see: BrakingFriction
- property acceleration: float¶
[Read-Write] Default max linear rate of acceleration for controlled input. May be scaled based on magnitude of input.
- Type:
(float)
- property braking_friction: float¶
[Read-Write] Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. note: Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. see: bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalking
- Type:
(float)
- property braking_friction_factor: float¶
[Read-Write] Factor used to multiply actual value of friction used when braking. This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. note: This is 2 by default for historical reasons, a value of 1 gives the true drag equation.
- Type:
(float)
- property deceleration: float¶
[Read-Write] Default max linear rate of deceleration when there is no controlled input
- Type:
(float)
- property default_falling_mode: Name¶
[Read-Write] Default movement mode to use when falling.
- Type:
(Name)
- property ground_friction: float¶
[Read-Write] Setting that affects movement control. Higher values allow faster changes in direction. This can be used to simulate slippery surfaces such as ice or oil by lowering the value (possibly based on the material the actor is standing on).
- Type:
(float)
- property max_step_height: float¶
[Read-Write] Mover actors will be able to step up onto or over obstacles shorter than this
- Type:
(float)
- property max_walkable_slope_angle: float¶
[Read-Write] Maximum angle of slope that the character can walk on without sliding
- Type:
(float)
- property turning_boost: float¶
[Read-Write] Speeds velocity direction changes while turning, to reduce sliding
- Type:
(float)
- property turning_rate: float¶
[Read-Write] Maximum rate of turning rotation (degrees per second). Negative numbers indicate instant rotation and should cause rotation to snap instantly to desired direction.
- Type:
(float)
- property use_acceleration_for_velocity_move: bool¶
[Read-Write] Should use acceleration for velocity based movement intent? If true, acceleration is applied when using velocity input to reach the target velocity. If false, velocity is set directly, disregarding acceleration.
- Type:
(bool)
- property use_separate_braking_friction: bool¶
[Read-Write] If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. see: BrakingFriction
- Type:
(bool)