unreal.SimpleFlyingMode¶
- class unreal.SimpleFlyingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
FlyingModeBasic flying mode that will move exactly where inputs request. Easy to derive from to create custom behaviors
C++ Source:
Plugin: Mover
Module: Mover
File: SimpleFlyingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
gameplay_tags(GameplayTagContainer): [Read-Write] A list of gameplay tags associated with this movement modemax_speed_override(float): [Read-Write] If this value is greater or equal to 0, this will override the max speed read from the CommonLegacyMovementSettingsrespect_distance_over_walkable_surfaces(bool): [Read-Write] If true, the actor will ‘float’ above any walkable surfaces to maintain the same height as ground-based modes. This can prevent pops when transitioning to ground-based movement, at the cost of performing floor checks while flying.shared_settings_classes(Array[type(Class)]): [Read-Write] Settings object type that this mode depends on. May be shared with other movement modes. When the mode 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 supports being part of an asynchronous movement simulation (running concurrently with the gameplay thread) Specifically for the GenerateMove and SimulationTick functionstransitions(Array[BaseMovementModeTransition]): [Read-Write] Transition checks for the current mode. Evaluated in order, stopping at the first successful transition check
- generate_flying_move(start_state, delta_seconds, desired_velocity, desired_facing, current_facing, out_angular_velocity_degrees, out_velocity) -> (start_state=MoverTickStartData, out_angular_velocity_degrees=Vector, out_velocity=Vector)¶
Override this to make a simple flying mode
- Parameters:
- Returns:
start_state (MoverTickStartData):
out_angular_velocity_degrees (Vector):
out_velocity (Vector):
- Return type:
tuple