unreal.PredictProjectilePathParams

class unreal.PredictProjectilePathParams(start_location=[0.0, 0.0, 0.0], launch_velocity=[1.0, 0.0, 0.0], trace_with_collision=False, projectile_radius=0.0, max_sim_time=1.0, trace_with_channel=True, trace_channel=CollisionChannel.ECC_WORLD_STATIC, object_types=[], actors_to_ignore=[], sim_frequency=20.0, override_gravity_z=0.0, draw_debug_type=DrawDebugTrace.NONE, draw_debug_time=1.0, trace_complex=False)

Bases: unreal.StructBase

Input parameters to PredictProjectilePath functions.

C++ Source:

  • Module: Engine

  • File: GameplayStaticsTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actors_to_ignore (Array(Actor)): [Read-Write] Actors to ignore when tracing with collision.

  • draw_debug_time (float): [Read-Write] Duration of debug lines (only relevant for DrawDebugType::Duration)

  • draw_debug_type (DrawDebugTrace): [Read-Write] Debug drawing duration option.

  • launch_velocity (Vector): [Read-Write] Initial launch velocity at the start of the trace.

  • max_sim_time (float): [Read-Write] Maximum simulation time for the virtual projectile.

  • object_types (Array(ObjectTypeQuery)): [Read-Write] Object type to use, if tracing with collision.

  • override_gravity_z (float): [Read-Write] Optional override of Gravity (if 0, uses WorldGravityZ).

  • projectile_radius (float): [Read-Write] Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.

  • sim_frequency (float): [Read-Write] Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.

  • start_location (Vector): [Read-Write] Location of the start of the trace.

  • trace_channel (CollisionChannel): [Read-Write] Trace channel to use, if tracing with collision.

  • trace_complex (bool): [Read-Write] Trace against complex collision (triangles rather than simple primitives) if tracing with collision.

  • trace_with_channel (bool): [Read-Write] Whether or not to use TraceChannel, if tracing with collision.

  • trace_with_collision (bool): [Read-Write] Whether to trace along the path looking for blocking collision and stopping at the first hit.

property actors_to_ignore

[Read-Write] Actors to ignore when tracing with collision.

Type

(Array(Actor))

property draw_debug_time

[Read-Write] Duration of debug lines (only relevant for DrawDebugType::Duration)

Type

(float)

property draw_debug_type

[Read-Write] Debug drawing duration option.

Type

(DrawDebugTrace)

property launch_velocity

[Read-Write] Initial launch velocity at the start of the trace.

Type

(Vector)

property max_sim_time

[Read-Write] Maximum simulation time for the virtual projectile.

Type

(float)

property object_types

[Read-Write] Object type to use, if tracing with collision.

Type

(Array(ObjectTypeQuery))

property override_gravity_z

[Read-Write] Optional override of Gravity (if 0, uses WorldGravityZ).

Type

(float)

property projectile_radius

[Read-Write] Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.

Type

(float)

property sim_frequency

[Read-Write] Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.

Type

(float)

property start_location

[Read-Write] Location of the start of the trace.

Type

(Vector)

property trace_channel

[Read-Write] Trace channel to use, if tracing with collision.

Type

(CollisionChannel)

property trace_complex

[Read-Write] Trace against complex collision (triangles rather than simple primitives) if tracing with collision.

Type

(bool)

property trace_with_channel

[Read-Write] Whether or not to use TraceChannel, if tracing with collision.

Type

(bool)

property trace_with_collision

[Read-Write] Whether to trace along the path looking for blocking collision and stopping at the first hit.

Type

(bool)