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

Bases: unreal.Object

Vehicle Wheel

C++ Source:

  • Plugin: PhysXVehicles

  • Module: PhysXVehicles

  • File: VehicleWheel.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affected_by_handbrake (bool): [Read-Write] Whether handbrake should affect this wheel

  • auto_adjust_collision_size (bool): [Read-Write] If true, ShapeRadius and ShapeWidth will be used to automatically scale collision taken from CollisionMesh to match wheel size. If false, size of CollisionMesh won’t be changed. Use if you want to scale wheels manually.

  • collision_mesh (StaticMesh): [Read-Write] Static mesh with collision setup for wheel, will be used to create wheel shape (if empty, sphere will be added as wheel shape, check bDontCreateShape flag)

  • damping_rate (float): [Read-Write] Damping rate for this wheel (Kgm^2/s)

  • dont_create_shape (bool): [Read-Write] If set, shape won’t be created, but mapped from chassis mesh

  • lat_stiff_max_load (float): [Read-Write] Max normalized tire load at which the tire can deliver no more lateral stiffness no matter how much extra load is applied to the tire.

  • lat_stiff_value (float): [Read-Write] How much lateral stiffness to have given lateral slip

  • long_stiff_value (float): [Read-Write] How much longitudinal stiffness to have given longitudinal slip

  • mass (float): [Read-Write] Mass of this wheel

  • max_brake_torque (float): [Read-Write] max brake torque for this wheel (Nm)

  • max_hand_brake_torque (float): [Read-Write] Max handbrake brake torque for this wheel (Nm). A handbrake should have a stronger brake torque than the brake. This will be ignored for wheels that are not affected by the handbrake.

  • offset (Vector): [Read-Write] If BoneName is specified, offset the wheel from the bone’s location. Otherwise this offsets the wheel from the vehicle’s origin.

  • shape_radius (float): [Read-Write] Radius of the wheel

  • shape_width (float): [Read-Write] Width of the wheel

  • steer_angle (float): [Read-Write] steer angle in degrees for this wheel

  • suspension_damping_ratio (float): [Read-Write] The rate at which energy is dissipated from the spring. Standard cars have values between 0.8 and 1.2. values < 1 are more sluggish, values > 1 or more twitchy

  • suspension_force_offset (float): [Read-Write] Vertical offset from where suspension forces are applied (along Z-axis)

  • suspension_max_drop (float): [Read-Write] How far the wheel can drop below the resting position

  • suspension_max_raise (float): [Read-Write] How far the wheel can go above the resting position

  • suspension_natural_frequency (float): [Read-Write] Oscillation frequency of suspension. Standard cars have values between 5 and 10

  • sweep_type (WheelSweepType): [Read-Write] Whether wheel suspension considers simple, complex, or both

  • tire_config (TireConfig): [Read-Write] Tire type for the wheel. Determines friction


Get Rotation Angle


Return type



Get Steer Angle


Return type



Get Suspension Offset


Return type



Is in Air


Return type