unreal.LayeredMove_RadialImpulse

class unreal.LayeredMove_RadialImpulse(mix_mode: MoveMixMode = Ellipsis, priority: int = 0, duration_ms: float = 0.0, start_sim_time_ms: float = 0.0, finish_velocity_settings: LayeredMoveFinishVelocitySettings = Ellipsis, location: Vector = Ellipsis, location_actor: Actor = Ellipsis, radius: float = 0.0, magnitude: float = 0.0, is_push: bool = False, no_vertical_velocity: bool = False, distance_falloff: CurveFloat = Ellipsis, magnitude_over_time: CurveFloat = Ellipsis, use_fixed_world_direction: bool = False, fixed_world_direction: Rotator = Ellipsis)

Bases: LayeredMoveBase

RadialImpulse applies a velocity pulling or pushing away from a given world location to the target actor

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: BasicLayeredMoves.h

Editor Properties: (see get_editor_property/set_editor_property)

  • distance_falloff (CurveFloat): [Read-Write] Optional Curvefloat to dictate falloff of velocity as you get further from the velocity location

  • 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

  • fixed_world_direction (Rotator): [Read-Write] Direction to apply velocity from the radial impulse in. This is only taken into account if UseFixedWorldDirection is true.

  • is_push (bool): [Read-Write] If true the velocity applied will push actor away from location, otherwise this layered move wil pull the actor towards it

  • location (Vector): [Read-Write] Location to pull or push actor from

  • location_actor (Actor): [Read-Write] Optional Actor to pull or push this actor from. Note: this overrides the Location Property

  • magnitude (float): [Read-Write] Magnitude of velocity applied to actors in range

  • magnitude_over_time (CurveFloat): [Read-Write] Optional Curvefloat to dictate magnitude of velocity applied over time

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

  • no_vertical_velocity (bool): [Read-Write] Whether to apply vertical velocity (based off mover components up direction) to the actor affected by this layered move

  • 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.

  • radius (float): [Read-Write] Radius from the location to apply radial velocity

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

  • use_fixed_world_direction (bool): [Read-Write] If true velocity added to the actor will be in the direction of FixedWorldDirection, otherwise it will be calculated from the position of the actor and velocity location.

property distance_falloff: CurveFloat

[Read-Write] Optional Curvefloat to dictate falloff of velocity as you get further from the velocity location

Type:

(CurveFloat)

property fixed_world_direction: Rotator

[Read-Write] Direction to apply velocity from the radial impulse in. This is only taken into account if UseFixedWorldDirection is true.

Type:

(Rotator)

property is_push: bool

[Read-Write] If true the velocity applied will push actor away from location, otherwise this layered move wil pull the actor towards it

Type:

(bool)

property location: Vector

[Read-Write] Location to pull or push actor from

Type:

(Vector)

property location_actor: Actor

this overrides the Location Property

Type:

(Actor)

Type:

[Read-Write] Optional Actor to pull or push this actor from. Note

property magnitude: float

[Read-Write] Magnitude of velocity applied to actors in range

Type:

(float)

property magnitude_over_time: CurveFloat

[Read-Write] Optional Curvefloat to dictate magnitude of velocity applied over time

Type:

(CurveFloat)

property no_vertical_velocity: bool

[Read-Write] Whether to apply vertical velocity (based off mover components up direction) to the actor affected by this layered move

Type:

(bool)

property radius: float

[Read-Write] Radius from the location to apply radial velocity

Type:

(float)

property use_fixed_world_direction: bool

[Read-Write] If true velocity added to the actor will be in the direction of FixedWorldDirection, otherwise it will be calculated from the position of the actor and velocity location.

Type:

(bool)