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/rudderasset_user_data
(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_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: bComponentShouldUpdatePhysicsVolumeauto_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 fallcan_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcenter_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, PlaneConstraintAxisSettingdownforce_coefficient
(float): [Read-Write] Downforce Coefficient: DownforceCoefficient of the vehicle chassis - force pressing vehicle into ground at speeddrag_coefficient
(float): [Read-Write] Drag Coefficient: DragCoefficient of the vehicle chassis - force resisting forward motion at speededitable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenable_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 changesfixed_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 fallidle_brake_input
(float): [Read-Write] Idle Brake Input: How much to press the brake when the player has release throttleinertia_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 buildsmass
(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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedpitch_input_rate
(VehicleInputRateConfig): [Read-Write] Pitch Input Rate: Rate at which input pitch can rise and fallplane_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: SetPlaneConstraintAxisSettingplane_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 Componentreplicates
(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 offroll_input_rate
(VehicleInputRateConfig): [Read-Write] Roll Input Rate: Rate at which input roll can rise and fallsleep_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 slopessleep_threshold
(float): [Read-Write] Sleep Threshold: Option to apply some aggressive sleep logic, larger number is more agressive, 0 disablessnap_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 vehiclesteering_input_rate
(VehicleInputRateConfig): [Read-Write] Steering Input Rate: Rate at which input steering can rise and fallstop_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 forcethrottle_input_rate
(VehicleInputRateConfig): [Read-Write] Throttle Input Rate: Rate at which input throttle can rise and fallthrusters
(Array(VehicleThrustConfig)): [Read-Write] Thrusters: Optional thruster setup, use one or more as your main engine or as supplementary boostertick_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 forceupdate_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 sizeupdate_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(), UpdatedPrimitiveupdated_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 decelerationvelocity
(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) –
- get_brake_input() float ¶
Get the user input for the vehicle brake - can use this to feed control to a connected trailer
- Return type
- get_current_gear() int32 ¶
Get current gear
- Return type
int32
- get_handbrake_input() bool ¶
Get the user input for the vehicle handbrake - can use this to feed control to a connected trailer
- Return type
- get_steering_input() float ¶
Get the user input for the vehicle steering - can use this to feed control to a connected trailer
- Return type
- 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
- increase_throttle_input(throttle_delta) None ¶
Increase the vehicle throttle position [throttle range normalized 0 to 1]
- Parameters
throttle_delta (float) –
- 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_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) –