unreal.RadialForceComponent
¶
- class unreal.RadialForceComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Used to emit a radial force or impulse that can affect physics objects and or destructible objects.
C++ Source:
Module: Engine
File: RadialForceComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_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.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.destructible_damage
(float): [Read-Write] Destructible Damage: If > 0.f, will cause damage to destructible meshes as welldetail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classfalloff
(RadialImpulseFalloff): [Read-Write] Falloff: How the force or impulse should fall off as object are further away from the centerforce_strength
(float): [Read-Write] Force Strength: How strong the force should behidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.ignore_owning_actor
(bool): [Read-Write] Ignore Owning Actor: If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.impulse_strength
(float): [Read-Write] Impulse Strength: How strong the impulse should beimpulse_vel_change
(bool): [Read-Write] Impulse Vel Change: If true, the impulse will ignore mass of objects and will always result in a fixed velocity changeis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.object_types_to_affect
(Array(ObjectTypeQuery)): [Read-Write] Object Types to Affect: The object types that are affected by this radial forceon_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 deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentradius
(float): [Read-Write] Radius: The radius to apply the force or impulse inrelative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume
(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()use_attach_parent_bound
(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- add_object_type_to_affect(object_type) None ¶
Add an object type for this radial force to affect
- Parameters
object_type (ObjectTypeQuery) –
- property destructible_damage¶
[Read-Write] Destructible Damage: If > 0.f, will cause damage to destructible meshes as well
- Type
(float)
- property falloff¶
[Read-Write] Falloff: How the force or impulse should fall off as object are further away from the center
- Type
- property ignore_owning_actor¶
[Read-Write] Ignore Owning Actor: If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.
- Type
(bool)
- property impulse_strength¶
[Read-Write] Impulse Strength: How strong the impulse should be
- Type
(float)
- property impulse_vel_change¶
[Read-Write] Impulse Vel Change: If true, the impulse will ignore mass of objects and will always result in a fixed velocity change
- Type
(bool)
- remove_object_type_to_affect(object_type) None ¶
Remove an object type that is affected by this radial force
- Parameters
object_type (ObjectTypeQuery) –