unreal.ChaosVehicleMovementComponent

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

Bases: unreal.PawnMovementComponent

Base component to handle the vehicle simulation for an actor.

C++ Source:

  • Plugin: ChaosVehiclesPlugin

  • Module: ChaosVehicles

  • File: ChaosVehicleMovementComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • aerofoils (Array(VehicleAerofoilConfig)): [Read-Write] Aerofoils: Optional aerofoil setup - can be used for car spoilers or aircraft wings/elevator/rudder

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • auto_register_physics_volume_updates (bool): [Read-Write] Auto Register Physics Volume Updates: If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. see: bComponentShouldUpdatePhysicsVolume

  • auto_register_updated_component (bool): [Read-Write] Auto Register Updated Component: 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] Auto Update Tick Registration: 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] Brake Input Rate: Rate at which input brake can rise and fall

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • center_of_mass_override (Vector): [Read-Write] Center Of Mass Override: The center of mass override value, this value overrides the calculated COM and the COM offset value in the mesh is also ignored.

  • chassis_height (float): [Read-Write] Chassis Height: Chassis height used for drag force computation (cm)

  • chassis_width (float): [Read-Write] Chassis Width: Chassis width used for drag force computation (cm)

  • component_should_update_physics_volume (bool): [Read-Write] Component Should Update Physics Volume: 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] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • constrain_to_plane (bool): [Read-Write] Constrain to Plane: If true, movement will be constrained to a plane. see: PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting

  • downforce_coefficient (float): [Read-Write] Downforce Coefficient: DownforceCoefficient of the vehicle chassis - force pressing vehicle into ground at speed

  • drag_coefficient (float): [Read-Write] Drag Coefficient: DragCoefficient of the vehicle chassis - force resisting forward motion at speed

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

  • enable_center_of_mass_override (bool): [Read-Write] Enable Center Of Mass Override: Enable to override the calculated COM position with your own fixed value - this prevents the vehicle handling changing when the asset changes

  • fixed_path_braking_distance (float): [Read-Write] Fixed Path Braking Distance: Braking distance override used with acceleration driven path following (bUseAccelerationForPaths)

  • handbrake_input_rate (VehicleInputRateConfig): [Read-Write] Handbrake Input Rate: Rate at which input handbrake can rise and fall

  • idle_brake_input (float): [Read-Write] Idle Brake Input: How much to press the brake when the player has release throttle

  • inertia_tensor_scale (Vector): [Read-Write] Inertia Tensor Scale: Scales the vehicle’s inertia in each direction (forward, right, up)

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

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

  • nav_agent_props (NavAgentProperties): [Read-Write] Nav Agent Props: Properties that define how the component can move.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • pitch_input_rate (VehicleInputRateConfig): [Read-Write] Pitch Input Rate: Rate at which input pitch can rise and fall

  • plane_constraint_axis_setting (PlaneConstraintAxisSetting): [Read-Write] Plane Constraint Axis Setting: 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: SetPlaneConstraintAxisSetting

  • plane_constraint_normal (Vector): [Read-Write] Plane Constraint Normal: 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] Plane Constraint Origin: 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] Primary Component Tick: Main tick function for the Component

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

  • requires_controller_for_inputs (bool): [Read-Write] Requires Controller for Inputs: Bypass the need for a controller in order for the controls to be processed.

  • reverse_as_brake (bool): [Read-Write] Reverse as Brake: 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 off

  • roll_input_rate (VehicleInputRateConfig): [Read-Write] Roll Input Rate: Rate at which input roll can rise and fall

  • sleep_slope_limit (float): [Read-Write] Sleep Slope Limit: 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 slopes

  • sleep_threshold (float): [Read-Write] Sleep Threshold: Option to apply some aggressive sleep logic, larger number is more agressive, 0 disables

  • snap_to_plane_at_start (bool): [Read-Write] Snap to Plane at Start: 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] Stabilize Control: Arcade style control of vehicle

  • steering_input_rate (VehicleInputRateConfig): [Read-Write] Steering Input Rate: Rate at which input steering can rise and fall

  • stop_threshold (float): [Read-Write] Stop Threshold: Auto-brake when absolute vehicle forward speed is less than this (cm/s)

  • target_rotation_control (VehicleTargetRotationControlConfig): [Read-Write] Target Rotation Control: Arcade style direct control of vehicle rotation via torque force

  • throttle_input_rate (VehicleInputRateConfig): [Read-Write] Throttle Input Rate: Rate at which input throttle can rise and fall

  • thrusters (Array(VehicleThrustConfig)): [Read-Write] Thrusters: Optional thruster setup, use one or more as your main engine or as supplementary booster

  • tick_before_owner (bool): [Read-Write] Tick Before Owner: 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] Torque Control: Arcade style direct control of vehicle rotation via torque force

  • update_nav_agent_with_owners_collision (bool): [Read-Write] Update Nav Agent with Owners Collision: If set to true NavAgentProps’ radius and height will be updated with Owner’s collision capsule size

  • update_only_if_rendered (bool): [Read-Write] Update Only if Rendered: If true, skips TickComponent() if UpdatedComponent was not recently rendered.

  • updated_component (SceneComponent): [Read-Write] Updated Component: 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(), UpdatedPrimitive

  • updated_primitive (PrimitiveComponent): [Read-Write] Updated Primitive: UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.

  • use_acceleration_for_paths (bool): [Read-Write] Use Acceleration for Paths: 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] Use Fixed Braking Distance for Paths: If set, FixedPathBrakingDistance will be used for path following deceleration

  • velocity (Vector): [Read-Write] Velocity: Current velocity of updated component.

  • wrong_direction_threshold (float): [Read-Write] Wrong Direction Threshold: Auto-brake when vehicle forward speed is opposite of player input by at least this much (cm/s)

  • yaw_input_rate (VehicleInputRateConfig): [Read-Write] Yaw Input Rate: Rate at which input yaw can rise and fall

decrease_throttle_input(throttle_delta) None

Decrease the vehicle throttle position [throttle range normalized 0 to 1]

Parameters

throttle_delta (float) –

enable_self_righting(state) None

Enable Self Righting

Parameters

state (bool) –

get_brake_input() float

Get the user input for the vehicle brake - can use this to feed control to a connected trailer

Return type

float

get_current_gear() int32

Get current gear

Return type

int32

get_forward_speed() float

How fast the vehicle is moving forward

Return type

float

get_forward_speed_mph() float

How fast the vehicle is moving forward

Return type

float

get_handbrake_input() bool

Get the user input for the vehicle handbrake - can use this to feed control to a connected trailer

Return type

bool

get_steering_input() float

Get the user input for the vehicle steering - can use this to feed control to a connected trailer

Return type

float

get_target_gear() int32

Get target gear

Return type

int32

get_throttle_input() float

Get the user input for the vehicle throttle - can use this to feed control to a connected trailer

Return type

float

get_use_auto_gears() bool

Are gears being changed automatically?

Return type

bool

increase_throttle_input(throttle_delta) None

Increase the vehicle throttle position [throttle range normalized 0 to 1]

Parameters

throttle_delta (float) –

is_parked() bool

Is the vehicle in park mode

Return type

bool

reset_vehicle() None

Reset some vehicle state - call this if you are say creating pool of vehicles that get reused and you don’t want to carry over the previous state

set_brake_input(brake) None

Set the user input for the vehicle Brake [range 0 to 1]

Parameters

brake (float) –

set_change_down_input(new_gear_down) None

Set the user input for gear down

Parameters

new_gear_down (bool) –

set_change_up_input(new_gear_up) None

Set the user input for gear up

Parameters

new_gear_up (bool) –

set_handbrake_input(new_handbrake) None

Set the user input for handbrake

Parameters

new_handbrake (bool) –

set_parked(parked) None

Set the vehicle in park mode

Parameters

parked (bool) –

set_pitch_input(pitch) None

Set the user input for the vehicle pitch [range -1 to 1]

Parameters

pitch (float) –

set_requires_controller_for_inputs(requires_controller) None

Set the flag that determines whether a controller is required to set control inputs

Parameters

requires_controller (bool) –

set_roll_input(roll) None

Set the user input for the vehicle roll [range -1 to 1]

Parameters

roll (float) –

set_sleeping(enable_sleep) None

Set the vehicle sleeping (bEnableSleep=true) or wake it up (bEnableSleep=false)

Parameters

enable_sleep (bool) –

set_steering_input(steering) None

Set the user input for the vehicle steering [range -1 to 1]

Parameters

steering (float) –

set_target_gear(gear_num, immediate) None

Set the user input for gear (-1 reverse, 0 neutral, 1+ forward)

Parameters
  • gear_num (int32) –

  • immediate (bool) –

set_throttle_input(throttle) None

Set the user input for the vehicle throttle [range 0 to 1]

Parameters

throttle (float) –

set_use_automatic_gears(use_auto) None

Set the flag that will be used to select auto-gears

Parameters

use_auto (bool) –

set_yaw_input(yaw) None

Set the user input for the vehicle yaw [range -1 to 1]

Parameters

yaw (float) –