unreal.MoverDefaultSyncState
¶
- class unreal.MoverDefaultSyncState(location: Vector = Ellipsis, orientation: Rotator = Ellipsis, velocity: Vector = Ellipsis, move_direction_intent: Vector = Ellipsis, movement_base: PrimitiveComponent = Ellipsis, movement_base_bone_name: Name = 'None', movement_base_pos: Vector = Ellipsis, movement_base_quat: Quat = Ellipsis)¶
Bases:
MoverDataStructBase
Data block containing basic sync state information
C++ Source:
Plugin: Mover
Module: Mover
File: MoverDataModelTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
location
(Vector): [Read-Write] Position relative to MovementBase if set, world space otherwisemove_direction_intent
(Vector): [Read-Write] Movement intent direction relative to MovementBase if set, world space otherwise. Magnitude of range (0-1)movement_base
(PrimitiveComponent): [Read-Write] Optional: when moving on a base, input may be relative to this objectmovement_base_bone_name
(Name): [Read-Write] Optional: for movement bases that are skeletal meshes, this is the bone we’re based on. Only valid if MovementBase is set.movement_base_pos
(Vector): [Read-Write]movement_base_quat
(Quat): [Read-Write]orientation
(Rotator): [Read-Write] Forward-facing rotation relative to MovementBase if set, world space otherwise.velocity
(Vector): [Read-Write] Linear velocity, units per second, relative to MovementBase if set, world space otherwise.
- property location: Vector¶
[Read-Write] Position relative to MovementBase if set, world space otherwise
- Type:
(Vector)
- property move_direction_intent: Vector¶
[Read-Write] Movement intent direction relative to MovementBase if set, world space otherwise. Magnitude of range (0-1)
- Type:
(Vector)
- property movement_base: PrimitiveComponent¶
when moving on a base, input may be relative to this object
- Type:
- Type:
[Read-Only] Optional
- property movement_base_bone_name: Name¶
for movement bases that are skeletal meshes, this is the bone we’re based on. Only valid if MovementBase is set.
- Type:
(Name)
- Type:
[Read-Only] Optional