unreal.SimpleSpringWalkingMode¶
- class unreal.SimpleSpringWalkingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SimpleWalkingModeA walking mode that uses a critically damped spring for translation and rotation. The strength of the critically damped spring is set via smoothing times (separate for translation and rotation)
C++ Source:
Plugin: Mover
Module: Mover
File: SimpleSpringWalkingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
facing_smoothing_time(float): [Read-Write]floor_check_policy(StaticFloorCheckPolicy): [Read-Write] Choice of behavior for floor checks while not moving.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 common legacy shared walk settingsshared_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 checkturn_generator(Object): [Read-Write] Optional modular object for generating rotation towards desired orientation. If not specified, linear interpolation will be used.velocity_deadzone_threshold(float): [Read-Write] Below this speed we set velocity to 0velocity_smoothing_time(float): [Read-Write]