unreal.LayeredMove_LinearVelocity
¶
- class unreal.LayeredMove_LinearVelocity(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, velocity: Vector = Ellipsis, magnitude_over_time: CurveFloat = Ellipsis, settings_flags: int = 0)¶
Bases:
LayeredMoveBase
Linear Velocity: A method of inducing a straight-line velocity on an actor over time
C++ Source:
Plugin: Mover
Module: Mover
File: BasicLayeredMoves.h
Editor Properties: (see get_editor_property/set_editor_property)
duration_ms
(float): [Read-Write] This move will expire after a set amount of time if > 0. If 0, it will be ticked only once, regardless of time step. It will need to be manually ended if < 0.finish_velocity_settings
(LayeredMoveFinishVelocitySettings): [Read-Write] Settings related to velocity applied to the actor after a layered move has finishedmagnitude_over_time
(CurveFloat): [Read-Write] Optional curve float for controlling the magnitude of the velocity applied to the actor over the duration of the movemix_mode
(MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with otherspriority
(uint8): [Read-Write] Determines if this layered move should take priority over other layered moves when different moves have conflicting overrides - higher numbers taking precedent.settings_flags
(uint8): [Read-Write] see: ELayeredMove_ConstantVelocitySettingsFlagsstart_sim_time_ms
(float): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)velocity
(Vector): [Read-Write] Units per second, could be worldspace vs relative depending on Flags
- property magnitude_over_time: CurveFloat¶
[Read-Write] Optional curve float for controlling the magnitude of the velocity applied to the actor over the duration of the move
- Type: