unreal.AirMovementUtils
¶
- class unreal.AirMovementUtils(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
AirMovementUtils: a collection of stateless static BP-accessible functions for a variety of air movement-related operations
C++ Source:
Plugin: Mover
Module: Mover
File: AirMovementUtils.h
- classmethod compute_controlled_free_move(params) ProposedMove ¶
Generate a new movement based on move/orientation intents and the prior state, unconstrained like when flying
- Parameters:
params (FreeMoveParams) –
- Return type:
- classmethod is_valid_landing_spot(updated_component, updated_primitive, location, hit, floor_sweep_distance, max_walk_slope_cosine) FloorCheckResult or None ¶
Checks if a hit result represents a walkable location that an actor can land on
- Parameters:
updated_component (SceneComponent) –
updated_primitive (PrimitiveComponent) –
location (Vector) –
hit (HitResult) –
floor_sweep_distance (float) –
max_walk_slope_cosine (float) –
- Returns:
out_floor_result (FloorCheckResult):
- Return type:
FloorCheckResult or None
- classmethod try_move_to_fall_along_surface(updated_component, updated_primitive, mover_component, delta, pct_of_delta_to_move, rotation, normal, handle_impact, floor_sweep_distance, max_walk_slope_cosine) -> (float, hit=HitResult, out_floor_result=FloorCheckResult, move_record=MovementRecord)¶
Attempts to move a component along a surface, while checking for landing on a walkable surface. Intended for use while falling. Returns the percent of time applied, with 0.0 meaning no movement occurred.
- Parameters:
updated_component (SceneComponent) –
updated_primitive (PrimitiveComponent) –
mover_component (MoverComponent) –
delta (Vector) –
pct_of_delta_to_move (float) –
rotation (Quat) –
normal (Vector) –
handle_impact (bool) –
floor_sweep_distance (float) –
max_walk_slope_cosine (float) –
- Returns:
hit (HitResult):
out_floor_result (FloorCheckResult):
move_record (MovementRecord):
- Return type:
tuple