unreal.CharacterDefaultInputs

class unreal.CharacterDefaultInputs(move_input_type: MoveInputType = Ellipsis, move_input: Vector = Ellipsis, orientation_intent: Vector = Ellipsis, control_rotation: Rotator = Ellipsis, suggested_movement_mode: Name = 'None', using_movement_base: bool = False, movement_base: PrimitiveComponent = Ellipsis, movement_base_bone_name: Name = 'None', is_jump_just_pressed: bool = False, is_jump_pressed: bool = False)

Bases: MoverDataStructBase

Data block containing all inputs that need to be authored and consumed for the default Mover character simulation

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: MoverDataModelTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • control_rotation (Rotator): [Read-Write] World space orientation that the controls were based on. This is commonly a player’s camera rotation.

  • is_jump_just_pressed (bool): [Read-Write]

  • is_jump_pressed (bool): [Read-Write]

  • move_input (Vector): [Read-Write] Representing the directional move input for this frame. Must be interpreted according to MoveInputType. Relative to MovementBase if set, world space otherwise. Will be truncated to match network serialization precision.

  • move_input_type (MoveInputType): [Read-Write]

  • movement_base (PrimitiveComponent): [Read-Write] Optional: when moving on a base, input may be relative to this object

  • movement_base_bone_name (Name): [Read-Write] Optional: for movement bases that are skeletal meshes, this is the bone we’re based on. Only valid if MovementBase is set.

  • orientation_intent (Vector): [Read-Write] Facing direction intent, as a normalized forward-facing direction. A zero vector indicates no intent to change facing direction. Relative to MovementBase if set, world space otherwise.

  • suggested_movement_mode (Name): [Read-Write] Used to force the Mover actor into a different movement mode

  • using_movement_base (bool): [Read-Write] Specifies whether we are using a movement base, which will affect how move inputs are interpreted

property control_rotation: Rotator

[Read-Write] World space orientation that the controls were based on. This is commonly a player’s camera rotation.

Type:

(Rotator)

property is_jump_just_pressed: bool

[Read-Write]

Type:

(bool)

property is_jump_pressed: bool

[Read-Write]

Type:

(bool)

property move_input: Vector

[Read-Write] Representing the directional move input for this frame. Must be interpreted according to MoveInputType. Relative to MovementBase if set, world space otherwise. Will be truncated to match network serialization precision.

Type:

(Vector)

property move_input_type: MoveInputType

[Read-Write]

Type:

(MoveInputType)

property movement_base: PrimitiveComponent

when moving on a base, input may be relative to this object

Type:

(PrimitiveComponent)

Type:

[Read-Write] Optional

property movement_base_bone_name: Name

for movement bases that are skeletal meshes, this is the bone we’re based on. Only valid if MovementBase is set.

Type:

(Name)

Type:

[Read-Write] Optional

property orientation_intent: Vector

[Read-Write] Facing direction intent, as a normalized forward-facing direction. A zero vector indicates no intent to change facing direction. Relative to MovementBase if set, world space otherwise.

Type:

(Vector)

property suggested_movement_mode: Name

[Read-Write] Used to force the Mover actor into a different movement mode

Type:

(Name)

property using_movement_base: bool

[Read-Write] Specifies whether we are using a movement base, which will affect how move inputs are interpreted

Type:

(bool)