unreal.ChaosWheeledVehicleMovementComponent
¶
- class unreal.ChaosWheeledVehicleMovementComponent(outer=None, name='None')¶
Bases:
unreal.ChaosVehicleMovementComponent
Chaos Wheeled Vehicle Movement Component
C++ Source:
Plugin: ChaosVehiclesPlugin
Module: ChaosVehicles
File: ChaosWheeledVehicleMovementComponent.h
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/rudderasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_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. see: bComponentShouldUpdatePhysicsVolumeauto_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 fallcan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationchassis_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. see: PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSettingdifferential_setup
(VehicleDifferentialConfig): [Read-Write] Differentialdownforce_coefficient
(float): [Read-Write] DownforceCoefficient of the vehicle chassis - force pressing vehicle into ground at speeddrag_coefficient
(float): [Read-Write] DragCoefficient of the vehicle chassis - force resisting forward motion at speededitable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classengine_setup
(VehicleEngineConfig): [Read-Write] Enginefixed_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 fallidle_brake_input
(float): [Read-Write] How much to press the brake when the player has release throttleinertia_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 buildsmass
(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]mechanical_sim_enabled
(bool): [Read-Write] Mechanical Sim Enablednav_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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedpitch_input_rate
(VehicleInputRateConfig): [Read-Write] Rate at which input pitch can rise and fallplane_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. see: SetPlaneConstraintAxisSettingplane_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. see: 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(). see: bConstrainToPlane, SetPlaneConstraintOrigin().primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(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 offroll_input_rate
(VehicleInputRateConfig): [Read-Write] Rate at which input roll can rise and fallsleep_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 slopessleep_threshold
(float): [Read-Write] Option to apply some aggressive sleep logic, larger number is more agressive, 0 disablessnap_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 vehiclesteering_input_rate
(VehicleInputRateConfig): [Read-Write] Rate at which input steering can rise and fallsteering_setup
(VehicleSteeringConfig): [Read-Write] Transmission datastop_threshold
(float): [Read-Write] Auto-brake when absolute vehicle forward speed is less than this (cm/s)suspension_enabled
(bool): [Read-Write] Suspension Enabledtarget_rotation_control
(VehicleTargetRotationControlConfig): [Read-Write] Arcade style direct control of vehicle rotation via torque forcethrottle_input_rate
(VehicleInputRateConfig): [Read-Write] Rate at which input throttle can rise and fallthrusters
(Array(VehicleThrustConfig)): [Read-Write] Optional thruster setup, use one or more as your main engine or as supplementary boostertick_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 forcetransmission_setup
(VehicleTransmissionConfig): [Read-Write] Transmission dataupdate_nav_agent_with_owners_collision
(bool): [Read-Write] If set to true NavAgentProps’ radius and height will be updated with Owner’s collision capsule sizeupdate_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. see: bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitiveupdated_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 decelerationvelocity
(Vector): [Read-Write] Current velocity of updated component.wheel_friction_enabled
(bool): [Read-Write] Wheel Friction Enabledwheel_setups
(Array(ChaosWheelSetup)): [Read-Write] Wheels to createwheels
(Array(ChaosVehicleWheel)): [Read-Write] Our instanced wheelswrong_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
- classmethod break_wheel_status(status) -> (contact=bool, contact_point=Vector, phys_material=PhysicalMaterial, normalized_suspension_length=float, spring_force=float, is_slipping=bool, slip_magnitude=float, is_skidding=bool, skid_magnitude=float, skid_normal=Vector)¶
Break Wheel Status
- Parameters
status (WheelStatus) –
- Returns
contact (bool):
contact_point (Vector):
phys_material (PhysicalMaterial):
normalized_suspension_length (float):
spring_force (float):
is_slipping (bool):
slip_magnitude (float):
is_skidding (bool):
skid_magnitude (float):
skid_normal (Vector):
- Return type
tuple
- enable_mechanical_sim(state) → None¶
Enable or completely bypass the ProcessMechanicalSimulation call
- Parameters
state (bool) –
- enable_suspension(state) → None¶
Enable or completely bypass the ApplySuspensionForces call
- Parameters
state (bool) –
- enable_wheel_friction(state) → None¶
Enable or completely bypass the ApplyWheelFrictionForces call
- Parameters
state (bool) –
- get_engine_max_rotation_speed() → float¶
Get current engine’s max rotation speed
- Returns
- Return type
- get_num_wheels() → int32¶
Get Num Wheels
- Returns
- Return type
int32
- get_wheel_state(wheel_index) → WheelStatus¶
Get a wheels current simulation state
- Parameters
wheel_index (int32) –
- Returns
- Return type
- classmethod make_wheel_status(contact, phys_material, normalized_suspension_length, spring_force, is_slipping, slip_magnitude, is_skidding, skid_magnitude) -> (WheelStatus, contact_point=Vector, skid_normal=Vector)¶
Make Wheel Status
- property wheels¶
[Read-Only] Our instanced wheels
- Type