unreal.PhysicsSpringComponent

class unreal.PhysicsSpringComponent(outer=None, name='None')

Bases: unreal.SceneComponent

Note: this component is still work in progress. Uses raycast springs for simple vehicle forces

Used with objects that have physics to create a spring down the X direction ie. point X in the direction you want generate spring.

C++ Source:

  • Module: Engine

  • File: PhysicsSpringComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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.

  • 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.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

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

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • ignore_self (bool): [Read-Write] If true, the spring will ignore all components in its own actor

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

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

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

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

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

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. GetPhysicsVolume():

  • spring_channel (CollisionChannel): [Read-Write] Strength of thrust force applied to the base object.

  • spring_compression (float): [Read-Write] The current compression of the spring. A spring at rest will have SpringCompression 0.

  • spring_damping (float): [Read-Write] Specifies how quickly the spring can absorb energy of a body. The higher the damping the less oscillation

  • spring_length_at_rest (float): [Read-Write] Determines how long the spring will be along the X-axis at rest. The spring will apply 0 force on a body when it’s at rest.

  • spring_radius (float): [Read-Write] Determines the radius of the spring.

  • spring_stiffness (float): [Read-Write] Specifies how much strength the spring has. The higher the SpringStiffness the more force the spring can push on a body with.

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

get_normalized_compression_scalar()float

Returns the spring compression as a normalized scalar along spring direction. 0 implies spring is at rest 1 implies fully compressed

Returns

Return type

float

get_spring_current_end_point()Vector

Returns the spring current end point in world space.

Returns

Return type

Vector

get_spring_direction()Vector

Returns the spring direction from start to resting point

Returns

Return type

Vector

get_spring_resting_point()Vector

Returns the spring resting point in world space.

Returns

Return type

Vector

property ignore_self

[Read-Write] If true, the spring will ignore all components in its own actor

Type

(bool)

property spring_channel

[Read-Write] Strength of thrust force applied to the base object.

Type

(CollisionChannel)

property spring_compression

[Read-Only] The current compression of the spring. A spring at rest will have SpringCompression 0.

Type

(float)

property spring_damping

[Read-Write] Specifies how quickly the spring can absorb energy of a body. The higher the damping the less oscillation

Type

(float)

property spring_length_at_rest

[Read-Write] Determines how long the spring will be along the X-axis at rest. The spring will apply 0 force on a body when it’s at rest.

Type

(float)

property spring_radius

[Read-Write] Determines the radius of the spring.

Type

(float)

property spring_stiffness

[Read-Write] Specifies how much strength the spring has. The higher the SpringStiffness the more force the spring can push on a body with.

Type

(float)