unreal.SimpleFlyingMode

class unreal.SimpleFlyingMode(outer: Object | None = None, name: Name | str = 'None')

Bases: FlyingMode

Basic 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 mode

  • max_speed_override (float): [Read-Write] If this value is greater or equal to 0, this will override the max speed read from the CommonLegacyMovementSettings

  • respect_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 functions

  • transitions (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

property max_speed_override: float

[Read-Write] If this value is greater or equal to 0, this will override the max speed read from the CommonLegacyMovementSettings

Type:

(float)