unreal.LayeredMove_MultiJump

class unreal.LayeredMove_MultiJump(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, maximum_in_air_jumps: int = 0, upwards_speed: float = 0.0, jumps_in_air_remaining: int = 0, time_of_last_jump_ms: float = 0.0)

Bases: LayeredMoveBase

MultiJump: layered move for handling multiple jumps without touching the ground i.e. a double jump. Note: This layered move ends automatically when the actor hits a valid floor so duration is expected to be less than 0.

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: MultiJumpLayeredMove.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 finished

  • jumps_in_air_remaining (int32): [Read-Write]

  • maximum_in_air_jumps (int32): [Read-Write] Maximum Jumps an actor could perform while in the air

  • mix_mode (MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with others

  • priority (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.

  • start_sim_time_ms (float): [Read-Only] The simulation time this move first ticked (< 0 means it hasn’t started yet)

  • time_of_last_jump_ms (float): [Read-Write]

  • upwards_speed (float): [Read-Write] Units per second, in whatever direction the target actor considers ‘up’

property jumps_in_air_remaining: int

[Read-Only]

Type:

(int32)

property maximum_in_air_jumps: int

[Read-Write] Maximum Jumps an actor could perform while in the air

Type:

(int32)

property time_of_last_jump_ms: float

[Read-Only]

Type:

(float)

property upwards_speed: float

[Read-Write] Units per second, in whatever direction the target actor considers ‘up’

Type:

(float)