Base component to handle the vehicle simulation for an actor.
Editor Properties: (see get_editor_property/set_editor_property)
aerofoils(Array(VehicleAerofoilConfig)): [Read-Write] Optional aerofoil setup - can be used for car spoilers or aircraft wings/elevator/rudder
asset_user_data(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.
auto_register_physics_volume_updates(bool): [Read-Write] If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. bComponentShouldUpdatePhysicsVolume:
auto_register_updated_component(bool): [Read-Write] If true, registers the owner’s Root component as the UpdatedComponent if there is not one currently assigned.
auto_update_tick_registration(bool): [Read-Write] If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.
brake_input_rate(VehicleInputRateConfig): [Read-Write] Rate at which input brake can rise and fall
can_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigation
chassis_height(float): [Read-Write] Chassis height used for drag force computation (cm)
chassis_width(float): [Read-Write] Chassis width used for drag force computation (cm)
component_should_update_physics_volume(bool): [Read-Write] If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.
component_tags(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
constrain_to_plane(bool): [Read-Write] If true, movement will be constrained to a plane. PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting:
downforce_coefficient(float): [Read-Write] DownforceCoefficient of the vehicle chassis - force pressing vehicle into ground at speed
drag_coefficient(float): [Read-Write] DragCoefficient of the vehicle chassis - force resisting forward motion at speed
editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
fixed_path_braking_distance(float): [Read-Write] Braking distance override used with acceleration driven path following (bUseAccelerationForPaths)
handbrake_input_rate(VehicleInputRateConfig): [Read-Write] Rate at which input handbrake can rise and fall
idle_brake_input(float): [Read-Write] How much to press the brake when the player has release throttle
inertia_tensor_scale(Vector): [Read-Write] Scales the vehicle’s inertia in each direction (forward, right, up)
is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor builds
mass(float): [Read-Write] Mass to set the vehicle chassis to. It’s much easier to tweak vehicle settings when the mass doesn’t change due to tweaks with the physics asset. [kg]
nav_agent_props(NavAgentProperties): [Read-Write] Properties that define how the component can move.
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
pitch_input_rate(VehicleInputRateConfig): [Read-Write] Rate at which input pitch can rise and fall
plane_constraint_axis_setting(PlaneConstraintAxisSetting): [Read-Write] Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible. SetPlaneConstraintAxisSetting:
plane_constraint_normal(Vector): [Read-Write] The normal or axis of the plane that constrains movement, if bConstrainToPlane is enabled. If for example you wanted to constrain movement to the X-Z plane (so that Y cannot change), the normal would be set to X=0 Y=1 Z=0. This is recalculated whenever PlaneConstraintAxisSetting changes. It is normalized once the component is registered with the game world. bConstrainToPlane, SetPlaneConstraintNormal(), SetPlaneConstraintFromVectors():
plane_constraint_origin(Vector): [Read-Write] The origin of the plane that constrains movement, if plane constraint is enabled. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane(). bConstrainToPlane, SetPlaneConstraintOrigin().:
primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Component
replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
reverse_as_brake(bool): [Read-Write] If true, the brake and reverse controls will behave in a more arcade fashion where holding reverse also functions as brake. For a more realistic approach turn this off
roll_input_rate(VehicleInputRateConfig): [Read-Write] Rate at which input roll can rise and fall
sleep_slope_limit(float): [Read-Write] Option to apply some aggressive sleep logic if slopes up Z is less than this value, i.e value = Cos(SlopeAngle) so 0.866 will sleep up to 30 degree slopes
sleep_threshold(float): [Read-Write] Option to apply some aggressive sleep logic, larger number is more agressive, 0 disables
snap_to_plane_at_start(bool): [Read-Write] If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.
stabilize_control(VehicleStabilizeControlConfig): [Read-Write] Arcade style control of vehicle
steering_input_rate(VehicleInputRateConfig): [Read-Write] Rate at which input steering can rise and fall
stop_threshold(float): [Read-Write] Auto-brake when absolute vehicle forward speed is less than this (cm/s)
target_rotation_control(VehicleTargetRotationControlConfig): [Read-Write] Arcade style direct control of vehicle rotation via torque force
throttle_input_rate(VehicleInputRateConfig): [Read-Write] Rate at which input throttle can rise and fall
thrusters(Array(VehicleThrustConfig)): [Read-Write] Optional thruster setup, use one or more as your main engine or as supplementary booster
tick_before_owner(bool): [Read-Write] If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner’s position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn’t matter.
torque_control(VehicleTorqueControlConfig): [Read-Write] Arcade style direct control of vehicle rotation via torque force
update_nav_agent_with_owners_collision(bool): [Read-Write] If set to true NavAgentProps’ radius and height will be updated with Owner’s collision capsule size
update_only_if_rendered(bool): [Read-Write] If true, skips TickComponent() if UpdatedComponent was not recently rendered.
updated_component(SceneComponent): [Read-Write] The component we move and update. If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor’s root component will automatically be set as our UpdatedComponent at startup. bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitive:
updated_primitive(PrimitiveComponent): [Read-Write] UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.
use_acceleration_for_paths(bool): [Read-Write] If set, pathfollowing will control character movement via acceleration values. If false, it will set velocities directly.
use_fixed_braking_distance_for_paths(bool): [Read-Write] If set, FixedPathBrakingDistance will be used for path following deceleration
velocity(Vector): [Read-Write] Current velocity of updated component.
wrong_direction_threshold(float): [Read-Write] Auto-brake when vehicle forward speed is opposite of player input by at least this much (cm/s)
yaw_input_rate(VehicleInputRateConfig): [Read-Write] Rate at which input yaw can rise and fall
decrease_throttle_input(throttle_delta) → None¶
Decrease the vehicle throttle position [throttle range normalized 0 to 1]
throttle_delta (float) –
get_current_gear() → int32¶
Get current gear
- Return type
get_target_gear() → int32¶
Get target gear
- Return type
increase_throttle_input(throttle_delta) → None¶
Increase the vehicle throttle position [throttle range normalized 0 to 1]
throttle_delta (float) –
set_brake_input(brake) → None¶
Set the user input for the vehicle Brake [range 0 to 1]
brake (float) –
set_change_down_input(new_gear_down) → None¶
Set the user input for gear down
new_gear_down (bool) –
set_change_up_input(new_gear_up) → None¶
Set the user input for gear up
new_gear_up (bool) –
set_handbrake_input(new_handbrake) → None¶
Set the user input for handbrake
new_handbrake (bool) –
set_pitch_input(pitch) → None¶
Set the user input for the vehicle pitch [range -1 to 1]
pitch (float) –
set_roll_input(roll) → None¶
Set the user input for the vehicle roll [range -1 to 1]
roll (float) –
set_steering_input(steering) → None¶
Set the user input for the vehicle steering [range -1 to 1]
steering (float) –
set_target_gear(gear_num, immediate) → None¶
Set the user input for gear (-1 reverse, 0 neutral, 1+ forward)
gear_num (int32) –
immediate (bool) –
set_throttle_input(throttle) → None¶
Set the user input for the vehicle throttle [range 0 to 1]
throttle (float) –
set_use_automatic_gears(use_auto) → None¶
Set the flag that will be used to select auto-gears
use_auto (bool) –