unreal.SwimmingSettings¶
- class unreal.SwimmingSettings(max_speed_up: float = 0.0, max_speed_down: float = 0.0, water_velocity_depth_for_max: float = 0.0, water_velocity_min_multiplier: float = 0.0, max_water_force: float = 0.0, water_force_multiplier: float = 0.0, water_force_second_multiplier: float = 0.0, bobbing_max_force: float = 0.0, bobbing_ideal_depth_tolerance: float = 0.0, bobbing_friction_down: float = 0.0, bobbing_exp_drag_down: float = 0.0, bobbing_friction_down_submerged: float = 0.0, bobbing_exp_drag_down_submerged: float = 0.0, bobbing_friction_up: float = 0.0, bobbing_exp_drag_up: float = 0.0, bobbing_friction_multiplier: float = 0.0, bobbing_exp_drag_multiplier: float = 0.0)¶
Bases:
StructBaseControls for the Swimming Movement
C++ Source:
Plugin: ChaosMover
Module: ChaosMover
File: ChaosSwimmingMode.h
Editor Properties: (see get_editor_property/set_editor_property)
bobbing_exp_drag_down(float): [Read-Write] Bobbing: friction/drag opposed to downward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.bobbing_exp_drag_down_submerged(float): [Read-Write] Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.bobbing_exp_drag_multiplier(float): [Read-Write] Bobbing: multiplier for the exponential drag.bobbing_exp_drag_up(float): [Read-Write] Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.bobbing_friction_down(float): [Read-Write] Bobbing: friction/drag opposed to downward velocity, linear multiplier per secondbobbing_friction_down_submerged(float): [Read-Write] Bobbing: friction/drag opposed to downward velocity, linear multiplier per second. Only used when fully submerged (replaces other value).bobbing_friction_multiplier(float): [Read-Write] Bobbing: friction multiplier, multiplies the fluid friction value.bobbing_friction_up(float): [Read-Write] Bobbing: friction/drag opposed to upward velocity, linear multiplier per secondbobbing_ideal_depth_tolerance(float): [Read-Write] Bobbing: Slow down strongly when within this tolerance of the ideal immersion depth. Normally we apply drag only when going away from the ideal depth, this allows some slowdown when approaching it.bobbing_max_force(float): [Read-Write] Bobbing: Max forcemax_speed_down(float): [Read-Write] Max speed when moving down in watermax_speed_up(float): [Read-Write] Max speed when moving up in watermax_water_force(float): [Read-Write] Max water force, after WaterVelocity * (WaterForceMultiplier * WaterForceSecondMultiplier).water_force_multiplier(float): [Read-Write] Multiplier to water force acceleration in direction of current.water_force_second_multiplier(float): [Read-Write] Multiplier applied on the top of WaterForceMultiplier, to water force acceleration in direction of current. Used only for inherited objects.water_velocity_depth_for_max(float): [Read-Write] At or above this depth, use max velocity. Interps down to WaterVelocityMinMultiplier at wading depth (where player can start swimming)water_velocity_min_multiplier(float): [Read-Write] Min velocity multiplier applied when depth equals min swimming depth (where they transition from wading to swimming). Interps between this and 1.0 at WaterVelocityDepthForMax.
- property bobbing_exp_drag_down: float¶
friction/drag opposed to downward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_exp_drag_down_submerged: float¶
friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_exp_drag_multiplier: float¶
multiplier for the exponential drag.
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_exp_drag_up: float¶
friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_friction_down: float¶
friction/drag opposed to downward velocity, linear multiplier per second
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_friction_down_submerged: float¶
friction/drag opposed to downward velocity, linear multiplier per second. Only used when fully submerged (replaces other value).
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_friction_multiplier: float¶
friction multiplier, multiplies the fluid friction value.
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_friction_up: float¶
friction/drag opposed to upward velocity, linear multiplier per second
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property bobbing_ideal_depth_tolerance: float¶
Slow down strongly when within this tolerance of the ideal immersion depth. Normally we apply drag only when going away from the ideal depth, this allows some slowdown when approaching it.
- Type:
(float)
- Type:
[Read-Write] Bobbing
- property max_water_force: float¶
[Read-Write] Max water force, after WaterVelocity * (WaterForceMultiplier * WaterForceSecondMultiplier).
- Type:
(float)
- property water_force_multiplier: float¶
[Read-Write] Multiplier to water force acceleration in direction of current.
- Type:
(float)
- property water_force_second_multiplier: float¶
[Read-Write] Multiplier applied on the top of WaterForceMultiplier, to water force acceleration in direction of current. Used only for inherited objects.
- Type:
(float)