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 objectmovement_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 modeusing_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 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:
- property movement_base: PrimitiveComponent¶
when moving on a base, input may be relative to this object
- Type:
- 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)