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

Bases: unreal.Object

Chaos Vehicle Wheel

C++ Source:

  • Plugin: ChaosVehiclesPlugin

  • Module: ChaosVehicles

  • File: ChaosVehicleWheel.h

Editor Properties: (see get_editor_property/set_editor_property)

  • abs_enabled (bool): [Read-Write] Advanced Braking System Enabled

  • affected_by_brake (bool): [Read-Write] Whether brake should affect this wheel

  • affected_by_engine (bool): [Read-Write] Whether engine should power this wheel

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

  • affected_by_steering (bool): [Read-Write] Whether steering should affect this wheel

  • axle_type (AxleType): [Read-Write] If left undefined then the bAffectedByEngine value is used, if defined then bAffectedByEngine is ignored and the differential setup on the vehicle defines which wheels get power from the engine

  • 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)

  • lateral_friction_force_multiplier (float): [Read-Write] Lateral Friction Force Multiplier

  • longitudinal_friction_force_multiplier (float): [Read-Write] Longitudinal Friction Force Multiplier

  • 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.

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

  • 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.

  • rollbar_scaling (float): [Read-Write] Anti-roll effect

  • side_slip_modifier (float): [Read-Write] Wheel Lateral Skid Grip Loss, lower number less grip on skid

  • skid_threshold (float): [Read-Write] Wheel Lateral Skid Threshold

  • slip_threshold (float): [Read-Write] Wheel Longitudinal Slip Threshold

  • spring_preload (float): [Read-Write] Spring Preload (N/m)

  • spring_rate (float): [Read-Write] Spring Force (N/m)

  • suspension_axis (Vector): [Read-Write] Local body direction in which where suspension forces are applied (typically along -Z-axis)

  • suspension_damping_ratio (float): [Read-Write] Oscillation frequency of suspension. Standard cars have values between 5 and 10 UPROPERTY(EditAnywhere, Category = Suspension) float SuspensionNaturalFrequency;

  • suspension_force_offset (Vector): [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_smoothing (int32): [Read-Write] Smooth suspension [0-off, 10-max] - Warning might cause momentary visual inter-penetration of the wheel against objects/terrain

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

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

  • traction_control_enabled (bool): [Read-Write] Straight Line Traction Control Enabled

  • wheel_load_ratio (float): [Read-Write] When 0 no weight load is transferred, 1 is Normal weight shift. Lower value cures lift off oversteer.

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

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


Get Axle Type


Return type



Get Rotation Angle


Return type



Get Steer Angle


Return type



Get Suspension Offset


Return type



Is in Air


Return type