unreal.CommonLegacyMovementSettings

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

Bases: Object

CommonLegacyMovementSettings: collection of settings that are shared between several of the legacy movement modes

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: CommonLegacyMovementSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • acceleration (float): [Read-Write] Default max linear rate of acceleration for controlled input. May be scaled based on magnitude of input.

  • air_movement_mode_name (Name): [Read-Write] What movement mode to use when airborne.

  • braking_friction (float): [Read-Write] Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. note: Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. see: bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalking

  • braking_friction_factor (float): [Read-Write] Factor used to multiply actual value of friction used when braking. This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. note: This is 2 by default for historical reasons, a value of 1 gives the true drag equation.

  • deceleration (float): [Read-Write] Default max linear rate of deceleration when there is no controlled input

  • floor_sweep_distance (float): [Read-Write] Max distance to scan for floor surfaces under a Mover actor

  • ground_friction (float): [Read-Write] Setting that affects movement control. Higher values allow faster changes in direction. This can be used to simulate slippery surfaces such as ice or oil by lowering the value (possibly based on the material the actor is standing on).

  • ground_movement_mode_name (Name): [Read-Write] What movement mode to use when on the ground.

  • ignore_base_rotation (bool): [Read-Write] Whether the actor ignores changes in rotation of the base it is standing on when using based movement. If true, the actor maintains its current world rotation. If false, the actor rotates with the moving base.

  • jump_upwards_speed (float): [Read-Write] Instantaneous speed induced in an actor upon jumping

  • max_speed (float): [Read-Write] Maximum speed in the movement plane

  • max_step_height (float): [Read-Write] Mover actors will be able to step up onto or over obstacles shorter than this

  • max_walk_slope_cosine (float): [Read-Write] Walkable slope angle, represented as cosine(max slope angle) for performance reasons. Ex: for max slope angle of 30 degrees, value is cosine(30 deg) = 0.866

  • swimming_ideal_immersion_depth (float): [Read-Write] Depth at which the pawn will float when in water

  • swimming_start_immersion_depth (float): [Read-Write] Depth at which the pawn starts swimming

  • swimming_stop_immersion_depth (float): [Read-Write] Depth at which the pawn stops swimming

  • turning_boost (float): [Read-Write] Speeds velocity direction changes while turning, to reduce sliding

  • turning_rate (float): [Read-Write] Maximum rate of turning rotation (degrees per second). Negative numbers indicate instant rotation and should cause rotation to snap instantly to desired direction.

  • use_separate_braking_friction (bool): [Read-Write] If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. see: BrakingFriction

property acceleration: float

[Read-Write] Default max linear rate of acceleration for controlled input. May be scaled based on magnitude of input.

Type:

(float)

property air_movement_mode_name: Name

[Read-Write] What movement mode to use when airborne.

Type:

(Name)

property braking_friction: float

[Read-Write] Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. note: Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. see: bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalking

Type:

(float)

property braking_friction_factor: float

[Read-Write] Factor used to multiply actual value of friction used when braking. This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. note: This is 2 by default for historical reasons, a value of 1 gives the true drag equation.

Type:

(float)

property deceleration: float

[Read-Write] Default max linear rate of deceleration when there is no controlled input

Type:

(float)

property floor_sweep_distance: float

[Read-Write] Max distance to scan for floor surfaces under a Mover actor

Type:

(float)

property ground_friction: float

[Read-Write] Setting that affects movement control. Higher values allow faster changes in direction. This can be used to simulate slippery surfaces such as ice or oil by lowering the value (possibly based on the material the actor is standing on).

Type:

(float)

property ground_movement_mode_name: Name

[Read-Write] What movement mode to use when on the ground.

Type:

(Name)

property ignore_base_rotation: bool

[Read-Write] Whether the actor ignores changes in rotation of the base it is standing on when using based movement. If true, the actor maintains its current world rotation. If false, the actor rotates with the moving base.

Type:

(bool)

property jump_upwards_speed: float

[Read-Write] Instantaneous speed induced in an actor upon jumping

Type:

(float)

property max_speed: float

[Read-Write] Maximum speed in the movement plane

Type:

(float)

property max_step_height: float

[Read-Write] Mover actors will be able to step up onto or over obstacles shorter than this

Type:

(float)

property max_walk_slope_cosine: float

for max slope angle of 30 degrees, value is cosine(30 deg) = 0.866

Type:

(float)

Type:

[Read-Write] Walkable slope angle, represented as cosine(max slope angle) for performance reasons. Ex

property swimming_ideal_immersion_depth: float

[Read-Write] Depth at which the pawn will float when in water

Type:

(float)

property swimming_start_immersion_depth: float

[Read-Write] Depth at which the pawn starts swimming

Type:

(float)

property swimming_stop_immersion_depth: float

[Read-Write] Depth at which the pawn stops swimming

Type:

(float)

property turning_boost: float

[Read-Write] Speeds velocity direction changes while turning, to reduce sliding

Type:

(float)

property turning_rate: float

[Read-Write] Maximum rate of turning rotation (degrees per second). Negative numbers indicate instant rotation and should cause rotation to snap instantly to desired direction.

Type:

(float)

property use_separate_braking_friction: bool

[Read-Write] If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. see: BrakingFriction

Type:

(bool)