unreal.WalkingMode¶
- class unreal.WalkingMode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BaseMovementModeWalkingMode: 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)
shared_settings_class(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.transitions(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.
- 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:
- on_generate_move(start_state, time_step) ProposedMove¶
On Generate Move
- Parameters:
start_state (MoverTickStartData) –
time_step (MoverTimeStep) –
- Returns:
out_proposed_move (ProposedMove):
- Return type:
- on_simulation_tick(params) MoverTickEndData¶
On Simulation Tick
- Parameters:
params (SimulationTickParams) –
- Returns:
output_state (MoverTickEndData):
- Return type: