- class unreal.KTaperedCapsuleElem¶
Capsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ.
Editor Properties: (see get_editor_property/set_editor_property)
center(Vector): [Read-Write] Center: Position of the capsule’s origin
collision_enabled(CollisionEnabled): [Read-Write] Collision Enabled: Course per-primitive collision filtering. This allows for individual primitives to
be toggled in and out of sim and query collision without changing filtering details.
contribute_to_mass(bool): [Read-Write] Contribute to Mass: True if this shape should contribute to the overall mass of the body it
belongs to. This lets you create extra collision volumes which do not affect the mass properties of an object.
length(float): [Read-Write] Length: Length of line-segment. Add Radius0 and Radius 1 to find total length.
name(Name): [Read-Write] Name: User-defined name for this shape
radius0(float): [Read-Write] Radius 0: Radius of the capsule start point
radius1(float): [Read-Write] Radius 1: Radius of the capsule end point
rest_offset(float): [Read-Write] Rest Offset: Offset used when generating contact points. This allows you to smooth out
the Minkowski sum by radius R. Useful for making objects slide smoothly on top of irregularities
rotation(Rotator): [Read-Write] Rotation: Rotation of the capsule