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 locationduration_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 finishedfixed_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 itlocation
(Vector): [Read-Write] Location to pull or push actor fromlocation_actor
(Actor): [Read-Write] Optional Actor to pull or push this actor from. Note: this overrides the Location Propertymagnitude
(float): [Read-Write] Magnitude of velocity applied to actors in rangemagnitude_over_time
(CurveFloat): [Read-Write] Optional Curvefloat to dictate magnitude of velocity applied over timemix_mode
(MoveMixMode): [Read-Write] Determines how this object’s movement contribution should be mixed with othersno_vertical_velocity
(bool): [Read-Write] Whether to apply vertical velocity (based off mover components up direction) to the actor affected by this layered movepriority
(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 velocitystart_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:
- 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_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:
- 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)