unreal.SwimmingControlSettings

class unreal.SwimmingControlSettings(cancel_crouch_immersion_depth: float = 0.0, dbno_swim_immersion_depth: float = 0.0, max_acceleration: float = 0.0, max_acceleration_sprinting: float = 0.0, braking_deceleration: float = 0.0, max_normal_speed: float = 0.0, max_sprint_speed: float = 0.0, min_sprint_jump_speed: float = 0.0, sprint_jump_air_accel_angle_limit: float = 0.0, sprint_retrigger_delay: float = 0.0, sprint_delay_after_firing: float = 0.0, max_targeting_speed: float = 0.0, backwards_speed_multiplier: float = 0.0, backwards_speed_cos_angle: float = 0.0, angled_speed_multiplier: float = 0.0, angled_speed_cos_angle: float = 0.0, friction: float = 0.0, friction_sprinting: float = 0.0, friction_direction_change_dot: float = 0.0, friction_direction_change_multiplier: float = 0.0, max_speed_up: float = 0.0, max_speed_down: float = 0.0, max_horizontal_entry_speed: float = 0.0, water_force_multiplier: float = 0.0, water_force_second_multiplier: float = 0.0, max_water_force: float = 0.0, water_velocity_depth_for_max: float = 0.0, water_velocity_min_multiplier: float = 0.0, water_sim_max_time_step: float = 0.0, water_sim_sub_step_time: float = 0.0, bobbing_max_force: float = 0.0, bobbing_ideal_depth_tolerance: float = 0.0, bobbing_friction_down: float = 0.0, bobbing_exp_drag_down: float = 0.0, bobbing_friction_down_submerged: float = 0.0, bobbing_exp_drag_down_submerged: float = 0.0, bobbing_friction_up: float = 0.0, bobbing_exp_drag_up: float = 0.0, bobbing_friction_multiplier: float = 0.0, bobbing_exp_drag_multiplier: float = 0.0, boost_drag_multiplier: float = 0.0, jump_multiplier: float = 0.0)

Bases: StructBase

Controls for the Swimming Movement

C++ Source:

  • Plugin: Mover

  • Module: Mover

  • File: SwimmingMode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angled_speed_cos_angle (float): [Read-Write] Angled multiplier is applied when dot product of velocity and acceleration is < this.

  • angled_speed_multiplier (float): [Read-Write] Speed multiplier when moving off angle (velocity and acceleration divergent)

  • backwards_speed_cos_angle (float): [Read-Write] Directional multiplier is applied when dot product of velocity and player facing direction is < this.

  • backwards_speed_multiplier (float): [Read-Write] Directional multiplier when moving mostly backwards

  • bobbing_exp_drag_down (float): [Read-Write] Bobbing: friction/drag opposed to downward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.

  • bobbing_exp_drag_down_submerged (float): [Read-Write] Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.

  • bobbing_exp_drag_multiplier (float): [Read-Write] Bobbing: multiplier for the exponential drag.

  • bobbing_exp_drag_up (float): [Read-Write] Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.

  • bobbing_friction_down (float): [Read-Write] Bobbing: friction/drag opposed to downward velocity, linear multiplier per second

  • bobbing_friction_down_submerged (float): [Read-Write] Bobbing: friction/drag opposed to downward velocity, linear multiplier per second. Only used when fully submerged (replaces other value).

  • bobbing_friction_multiplier (float): [Read-Write] Bobbing: friction multiplier, multiplies the fluid friction value.

  • bobbing_friction_up (float): [Read-Write] Bobbing: friction/drag opposed to upward velocity, linear multiplier per second

  • bobbing_ideal_depth_tolerance (float): [Read-Write] Bobbing: Slow down strongly when within this tolerance of the ideal immersion depth. Normally we apply drag only when going away from the ideal depth, this allows some slowdown when approaching it.

  • bobbing_max_force (float): [Read-Write] Bobbing:

  • boost_drag_multiplier (float): [Read-Write] Bobbing: multiplier when in sprint boost to keep from popping up and out as much.

  • braking_deceleration (float): [Read-Write] Braking deceleration (decel when letting go of input)

  • cancel_crouch_immersion_depth (float): [Read-Write] At or below this depth, cancel and disallow crouching.

  • dbno_swim_immersion_depth (float): [Read-Write] At or below this depth, start swimming in DBNO

  • friction (float): [Read-Write] Friction, ie how floaty or snappy is changing direction.

  • friction_direction_change_dot (float): [Read-Write] If Dot(Velocity, Acceleration) < this value, apply FrictionDirectionChangeMultiplier to friction value used. Allows lower friction when changing direction hard, which slows velocity change.

  • friction_direction_change_multiplier (float): [Read-Write] Friction multiplier (usually < 1) when changing direction.

  • friction_sprinting (float): [Read-Write] Friction, ie how floaty or snappy is changing direction.

  • jump_multiplier (float): [Read-Write] Multiplies ground’s jump speed

  • max_acceleration (float): [Read-Write] Max acceleration.

  • max_acceleration_sprinting (float): [Read-Write] Max acceleration while sprinting.

  • max_horizontal_entry_speed (float): [Read-Write]

  • max_normal_speed (float): [Read-Write] Max speed when not sprinting and moving normally (before water velocity is applied)

  • max_speed_down (float): [Read-Write]

  • max_speed_up (float): [Read-Write]

  • max_sprint_speed (float): [Read-Write] Max sprint speed (before water velocity is applied)

  • max_targeting_speed (float): [Read-Write] Max speed when targeting (before water velocity is applied)

  • max_water_force (float): [Read-Write] Max water force, after WaterVelocity * (WaterForceMultiplier * WaterForceSecondMultiplier).

  • min_sprint_jump_speed (float): [Read-Write] Min speed required (relative to water) to maintain sprint while jumping, otherwise will stop sprint (and change anims).

  • sprint_delay_after_firing (float): [Read-Write]

  • sprint_jump_air_accel_angle_limit (float): [Read-Write] If accel deviates from velocity by this angle while sprint jumping in air, stop sprint (and change anims).

  • sprint_retrigger_delay (float): [Read-Write]

  • water_force_multiplier (float): [Read-Write] Multiplier to water force acceleration in direction of current.

  • water_force_second_multiplier (float): [Read-Write] Multiplier applied on the top of WaterForceMultiplier, to water force acceleration in direction of current. Used only for inherited objects.

  • water_sim_max_time_step (float): [Read-Write] Max time step allowed, to prevent huge forces on hitches.

  • water_sim_sub_step_time (float): [Read-Write] Simulation sub-step time allowed for higher quality movement (local player and server).

  • water_velocity_depth_for_max (float): [Read-Write] At or above this depth, use max velocity. Interps down to WaterVelocityMinMultiplier at wading depth (where player can start swimming)

  • water_velocity_min_multiplier (float): [Read-Write] Min velocity multiplier applied when depth equals min swimming depth (where they transition from wading to swimming). Interps between this and 1.0 at WaterVelocityDepthForMax.

property angled_speed_cos_angle: float

[Read-Write] Angled multiplier is applied when dot product of velocity and acceleration is < this.

Type:

(float)

property angled_speed_multiplier: float

[Read-Write] Speed multiplier when moving off angle (velocity and acceleration divergent)

Type:

(float)

property backwards_speed_cos_angle: float

[Read-Write] Directional multiplier is applied when dot product of velocity and player facing direction is < this.

Type:

(float)

property backwards_speed_multiplier: float

[Read-Write] Directional multiplier when moving mostly backwards

Type:

(float)

property bobbing_exp_drag_down: float

friction/drag opposed to downward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_exp_drag_down_submerged: float

friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_exp_drag_multiplier: float

multiplier for the exponential drag.

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_exp_drag_up: float

friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds.

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_friction_down: float

friction/drag opposed to downward velocity, linear multiplier per second

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_friction_down_submerged: float

friction/drag opposed to downward velocity, linear multiplier per second. Only used when fully submerged (replaces other value).

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_friction_multiplier: float

friction multiplier, multiplies the fluid friction value.

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_friction_up: float

friction/drag opposed to upward velocity, linear multiplier per second

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_ideal_depth_tolerance: float

Slow down strongly when within this tolerance of the ideal immersion depth. Normally we apply drag only when going away from the ideal depth, this allows some slowdown when approaching it.

Type:

(float)

Type:

[Read-Write] Bobbing

property bobbing_max_force: float

[Read-Write] Bobbing:

Type:

(float)

property boost_drag_multiplier: float

multiplier when in sprint boost to keep from popping up and out as much.

Type:

(float)

Type:

[Read-Write] Bobbing

property braking_deceleration: float

[Read-Write] Braking deceleration (decel when letting go of input)

Type:

(float)

property cancel_crouch_immersion_depth: float

[Read-Write] At or below this depth, cancel and disallow crouching.

Type:

(float)

property dbno_swim_immersion_depth: float

[Read-Write] At or below this depth, start swimming in DBNO

Type:

(float)

property friction: float

[Read-Write] Friction, ie how floaty or snappy is changing direction.

Type:

(float)

property friction_direction_change_dot: float

[Read-Write] If Dot(Velocity, Acceleration) < this value, apply FrictionDirectionChangeMultiplier to friction value used. Allows lower friction when changing direction hard, which slows velocity change.

Type:

(float)

property friction_direction_change_multiplier: float

[Read-Write] Friction multiplier (usually < 1) when changing direction.

Type:

(float)

property friction_sprinting: float

[Read-Write] Friction, ie how floaty or snappy is changing direction.

Type:

(float)

property jump_multiplier: float

[Read-Write] Multiplies ground’s jump speed

Type:

(float)

property max_acceleration: float

[Read-Write] Max acceleration.

Type:

(float)

property max_acceleration_sprinting: float

[Read-Write] Max acceleration while sprinting.

Type:

(float)

property max_horizontal_entry_speed: float

[Read-Write]

Type:

(float)

property max_normal_speed: float

[Read-Write] Max speed when not sprinting and moving normally (before water velocity is applied)

Type:

(float)

property max_speed_down: float

[Read-Write]

Type:

(float)

property max_speed_up: float

[Read-Write]

Type:

(float)

property max_sprint_speed: float

[Read-Write] Max sprint speed (before water velocity is applied)

Type:

(float)

property max_targeting_speed: float

[Read-Write] Max speed when targeting (before water velocity is applied)

Type:

(float)

property max_water_force: float

[Read-Write] Max water force, after WaterVelocity * (WaterForceMultiplier * WaterForceSecondMultiplier).

Type:

(float)

property min_sprint_jump_speed: float

[Read-Write] Min speed required (relative to water) to maintain sprint while jumping, otherwise will stop sprint (and change anims).

Type:

(float)

property sprint_delay_after_firing: float

[Read-Write]

Type:

(float)

property sprint_jump_air_accel_angle_limit: float

[Read-Write] If accel deviates from velocity by this angle while sprint jumping in air, stop sprint (and change anims).

Type:

(float)

property sprint_retrigger_delay: float

[Read-Write]

Type:

(float)

property water_force_multiplier: float

[Read-Write] Multiplier to water force acceleration in direction of current.

Type:

(float)

property water_force_second_multiplier: float

[Read-Write] Multiplier applied on the top of WaterForceMultiplier, to water force acceleration in direction of current. Used only for inherited objects.

Type:

(float)

property water_sim_max_time_step: float

[Read-Write] Max time step allowed, to prevent huge forces on hitches.

Type:

(float)

property water_sim_sub_step_time: float

[Read-Write] Simulation sub-step time allowed for higher quality movement (local player and server).

Type:

(float)

property water_velocity_depth_for_max: float

[Read-Write] At or above this depth, use max velocity. Interps down to WaterVelocityMinMultiplier at wading depth (where player can start swimming)

Type:

(float)

property water_velocity_min_multiplier: float

[Read-Write] Min velocity multiplier applied when depth equals min swimming depth (where they transition from wading to swimming). Interps between this and 1.0 at WaterVelocityDepthForMax.

Type:

(float)