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: StructBase

Controls 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 second

  • bobbing_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 second

  • bobbing_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 force

  • max_speed_down (float): [Read-Write] Max speed when moving down in water

  • max_speed_up (float): [Read-Write] Max speed when moving up in water

  • max_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 bobbing_max_force: float

Max force

Type:

(float)

Type:

[Read-Write] Bobbing

property max_speed_down: float

[Read-Write] Max speed when moving down in water

Type:

(float)

property max_speed_up: float

[Read-Write] Max speed when moving up in water

Type:

(float)

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)

property 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)

Type:

(float)

property 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.

Type:

(float)