unreal.WalkingMode

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

Bases: BaseMovementMode

WalkingMode: a default movement mode for traversing surfaces and movement bases (walking, running, sneaking, etc.)

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: WalkingMode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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 mode

  • 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

  • turn_generator (Object): [Read-Write] Optional modular object for generating rotation towards desired orientation. If not specified, linear interpolation will be used.

property floor_check_policy: StaticFloorCheckPolicy

[Read-Write] Choice of behavior for floor checks while not moving.

Type:

(StaticFloorCheckPolicy)

get_turn_generator() Object

Returns the active turn generator. Note: you will need to cast the return value to the generator you expect to get, it can also be none

Return type:

Object

set_turn_generator_class(turn_generator_class) None

Sets the active turn generator to use the class provided. Note: To set it back to the default implementation pass in none

Parameters:

turn_generator_class (type(Class))