unreal.MotionWarpingComponent

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

Bases: ActorComponent

Motion Warping Component

C++ Source:

  • Plugin: MotionWarping

  • Module: MotionWarping

  • File: MotionWarpingComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_pre_update (MotionWarpingPreUpdate): [Read-Write] Event called before Root Motion Modifiers are updated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • search_for_windows_in_anims_within_montages (bool): [Read-Write] Whether to look inside animations within montage when looking for warping windows

add_or_update_warp_target(warp_target) None

Adds or update a warp target

Parameters:

warp_target (MotionWarpingTarget) –

add_or_update_warp_target_from_component(warp_target_name, component, bone_name, follow_component, location_offset=[0.000000, 0.000000, 0.000000], rotation_offset=[0.000000, 0.000000, 0.000000]) None

Create and adds or update a target associated with a specified name

Parameters:
  • warp_target_name (Name) – Warp target identifier

  • component (SceneComponent) – Scene Component used to get the target transform

  • bone_name (Name) – Optional bone or socket in the component used to get the target transform.

  • follow_component (bool) – Whether the target transform should update while the warping is active. Useful for tracking moving targets. Note that this will be one frame off if our owner ticks before the target actor. Add tick pre-requisites to avoid this.

  • location_offset (Vector) – Optional translation offset to apply to the transform we get from the component

  • rotation_offset (Rotator) – Optional rotation offset to apply to the transform we get from the component

add_or_update_warp_target_from_location(warp_target_name, target_location) None

Create and adds or update a target associated with a specified name

Parameters:
  • warp_target_name (Name) – Warp target identifier

  • target_location (Vector) – Location for the warp target

add_or_update_warp_target_from_location_and_rotation(warp_target_name, target_location, target_rotation) None

Create and adds or update a target associated with a specified name

Parameters:
  • warp_target_name (Name) – Warp target identifier

  • target_location (Vector) – Location for the warp target

  • target_rotation (Rotator) –

add_or_update_warp_target_from_transform(warp_target_name, target_transform) None

Create and adds or update a target associated with a specified name

Parameters:
  • warp_target_name (Name) – Warp target identifier

  • target_transform (Transform) – Transform used to set the location and rotation for the warp target

disable_all_root_motion_modifiers() None

Mark all the modifiers as Disable

property on_pre_update: MotionWarpingPreUpdate

[Read-Write] Event called before Root Motion Modifiers are updated

Type:

(MotionWarpingPreUpdate)

remove_all_warp_targets() int32

Removes all warp targets

Return type:

int32

remove_warp_target(warp_target_name) int32

Removes the warp target associated with the specified key

Parameters:

warp_target_name (Name) –

Return type:

int32

property search_for_windows_in_anims_within_montages: bool

[Read-Write] Whether to look inside animations within montage when looking for warping windows

Type:

(bool)