unreal.ChaosVehicleWheel

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] ABSEnabled: Advanced Braking System Enabled

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

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

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

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

  • axle_type (AxleType): [Read-Write] Axle Type: 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] Collision Mesh: 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)

  • cornering_stiffness (float): [Read-Write] Cornering Stiffness: Tyre Cornering Ability

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

  • lateral_slip_graph (RuntimeFloatCurve): [Read-Write] Lateral Slip Graph

  • max_brake_torque (float): [Read-Write] Max Brake Torque: max brake torque for this wheel (Nm)

  • max_hand_brake_torque (float): [Read-Write] Max Hand Brake Torque: 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] Max Steer Angle: steer angle in degrees for this wheel

  • offset (Vector): [Read-Write] Offset: 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] Rollbar Scaling: Anti-roll effect

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

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

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

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

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

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

  • suspension_damping_ratio (float): [Read-Write] Suspension Damping Ratio: Suspension damping, larger value causes the suspension to come to rest faster [range 0 to 1]

  • suspension_force_offset (Vector): [Read-Write] Suspension Force Offset: Vertical offset from where suspension forces are applied (along Z-axis)

  • suspension_max_drop (float): [Read-Write] Suspension Max Drop: How far the wheel can drop below the resting position

  • suspension_max_raise (float): [Read-Write] Suspension Max Raise: How far the wheel can go above the resting position

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

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

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

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

  • wheel_load_ratio (float): [Read-Write] Wheel Load Ratio: Amount wheel load effects wheel friction.

    At 0 wheel friction is completely independent of the loading on the wheel (This is artificial as it always assumes even balance between all wheels) At 1 wheel friction is based on the force pressing wheel into the ground. This is more realistic. Lower value cures lift off over-steer, generally makes vehicle easier to handle under extreme motions.

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

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

get_axle_type() AxleType

Get Axle Type

Return type

AxleType

get_rotation_angle() float

Get Rotation Angle

Return type

float

get_rotation_angular_velocity() float

Get Rotation Angular Velocity

Return type

float

get_steer_angle() float

Get Steer Angle

Return type

float

get_suspension_offset() float

Get Suspension Offset

Return type

float

get_wheel_angular_velocity() float

Get Wheel Angular Velocity

Return type

float

get_wheel_radius() float

Get Wheel Radius

Return type

float

is_in_air() bool

Is in Air

Return type

bool