unreal.SmoothWalkingMode¶
- class unreal.SmoothWalkingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SimpleWalkingModeA walking mode that provides a simplified version of the default walking mode model with additional options for smoothing.
C++ Source:
Plugin: Mover
Module: Mover
File: SmoothWalkingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
acceleration(float): [Read-Write] Base acceleration to apply when the desired velocity magnitude is greater than the current velocity.acceleration_deadzone_threshold(float): [Read-Write] Controls the point at which the acceleration will “snap” to zero when the desired velocity is reachedacceleration_smoothing_compensation(float): [Read-Write] When the velocity is smoothed it will naturally lag behind the unsmoothed target. This factor controls how much this is compensated for by tracking a future target that is the appropriate amount of time in the future when accelerating. Setting this to 0 will produce smoother, more S-shaped velocity profiles but may reduce the feeling of responsiveness. Setting this to 1 increases the feeling of responsiveness but makes the initial change in velocity less smooth and reduces the effective “lead-in”.acceleration_smoothing_time(float): [Read-Write] Controls how much smoothing is applied to the velocity changes of the movement when accelerating. Set to zero to apply no smoothing.angular_velocity_deadzone_threshold(float): [Read-Write] Controls the point at which the angular velocity will “snap” to zero when the desired facing is reacheddeceleration(float): [Read-Write] Base deceleration to apply when the desired velocity magnitude is less than the current velocitydeceleration_smoothing_compensation(float): [Read-Write] This parameter acts the same as AccelerationSmoothingCompensation but is applied during deceleration insteaddeceleration_smoothing_time(float): [Read-Write] Controls how much smoothing is applied to the velocity changes of the movement when decelerating. Set to zero to apply no smoothing.directional_acceleration_factor(float): [Read-Write] Value between 0 and 1 that controls how the acceleration is applied. When set to 1 this will effectively add the acceleration in the direction of the desired velocity on top of the current velocity then clip the result. This emulates the behavior of the default walking mode. When set to 0 it will apply an acceleration which changes the current velocity directly towards the desired velocity. This makes directional changes in velocity faster and more regular, always using a fixed acceleration, but can cause the overall velocity magnitude to dip during turning.facing_deadzone_threshold(float): [Read-Write] Controls the point at which the facing will “snap” to the desired facing once it is close enoughfacing_smoothing_time(float): [Read-Write] Controls how much smoothing is applied to the facing direction. Set to zero to apply no smoothing.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 settingsoutside_influence_smoothing_time(float): [Read-Write] Controls how quickly the built-up internal velocity will be modified when the character’s movement is influenced by the outside factors such as collisions. Setting this to a small value will mean that collisions and other outside influences on the character’s velocity “reset” the built-up internal velocity quickly. Larger values will mean that the character loses less momentum and takes less time to re-accumulate internal velocity in situations such as glancing collisions and other short external impulses such as pushes.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.smooth_facing_with_double_spring(bool): [Read-Write] Smooths facing using a double spring rather than a single spring. This produces a more S-shaped profile with a shorter “lead-out”.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.turning_strength(float): [Read-Write] Applies an additional force that rotates the velocity to make it face the desired direction of travel. This allows quick turns which don’t lose speed but adds additional acceleration to the system. Valid values range roughly between 0 and 100, where 10 would be considered already quite a strong turning force and 100 will produce near instant turns (before smoothing).velocity_deadzone_threshold(float): [Read-Write] Controls the point at which the velocity will “snap” to the desired velocity once it is close enough
- property acceleration: float¶
[Read-Write] Base acceleration to apply when the desired velocity magnitude is greater than the current velocity.
- Type:
(float)
- property acceleration_deadzone_threshold: float¶
[Read-Write] Controls the point at which the acceleration will “snap” to zero when the desired velocity is reached
- Type:
(float)
- property acceleration_smoothing_compensation: float¶
[Read-Write] When the velocity is smoothed it will naturally lag behind the unsmoothed target. This factor controls how much this is compensated for by tracking a future target that is the appropriate amount of time in the future when accelerating. Setting this to 0 will produce smoother, more S-shaped velocity profiles but may reduce the feeling of responsiveness. Setting this to 1 increases the feeling of responsiveness but makes the initial change in velocity less smooth and reduces the effective “lead-in”.
- Type:
(float)
- property acceleration_smoothing_time: float¶
[Read-Write] Controls how much smoothing is applied to the velocity changes of the movement when accelerating. Set to zero to apply no smoothing.
- Type:
(float)
- property angular_velocity_deadzone_threshold: float¶
[Read-Write] Controls the point at which the angular velocity will “snap” to zero when the desired facing is reached
- Type:
(float)
- property deceleration: float¶
[Read-Write] Base deceleration to apply when the desired velocity magnitude is less than the current velocity
- Type:
(float)
- property deceleration_smoothing_compensation: float¶
[Read-Write] This parameter acts the same as AccelerationSmoothingCompensation but is applied during deceleration instead
- Type:
(float)
- property deceleration_smoothing_time: float¶
[Read-Write] Controls how much smoothing is applied to the velocity changes of the movement when decelerating. Set to zero to apply no smoothing.
- Type:
(float)
- property directional_acceleration_factor: float¶
[Read-Write] Value between 0 and 1 that controls how the acceleration is applied. When set to 1 this will effectively add the acceleration in the direction of the desired velocity on top of the current velocity then clip the result. This emulates the behavior of the default walking mode. When set to 0 it will apply an acceleration which changes the current velocity directly towards the desired velocity. This makes directional changes in velocity faster and more regular, always using a fixed acceleration, but can cause the overall velocity magnitude to dip during turning.
- Type:
(float)
- property facing_deadzone_threshold: float¶
[Read-Write] Controls the point at which the facing will “snap” to the desired facing once it is close enough
- Type:
(float)
- property facing_smoothing_time: float¶
[Read-Write] Controls how much smoothing is applied to the facing direction. Set to zero to apply no smoothing.
- Type:
(float)
- property outside_influence_smoothing_time: float¶
[Read-Write] Controls how quickly the built-up internal velocity will be modified when the character’s movement is influenced by the outside factors such as collisions. Setting this to a small value will mean that collisions and other outside influences on the character’s velocity “reset” the built-up internal velocity quickly. Larger values will mean that the character loses less momentum and takes less time to re-accumulate internal velocity in situations such as glancing collisions and other short external impulses such as pushes.
- Type:
(float)
- property smooth_facing_with_double_spring: bool¶
[Read-Write] Smooths facing using a double spring rather than a single spring. This produces a more S-shaped profile with a shorter “lead-out”.
- Type:
(bool)
- property turning_strength: float¶
[Read-Write] Applies an additional force that rotates the velocity to make it face the desired direction of travel. This allows quick turns which don’t lose speed but adds additional acceleration to the system. Valid values range roughly between 0 and 100, where 10 would be considered already quite a strong turning force and 100 will produce near instant turns (before smoothing).
- Type:
(float)