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 parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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.

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

  • 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.

  • destructible_damage (float): [Read-Write] Destructible Damage: If > 0.f, will cause damage to destructible meshes as well

  • detail_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 class

  • falloff (RadialImpulseFalloff): [Read-Write] Falloff: How the force or impulse should fall off as object are further away from the center

  • force_strength (float): [Read-Write] Force Strength: How strong the force should be

  • hidden_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 be

  • impulse_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 change

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

  • mobility (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 force

  • 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

  • physics_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 Component

  • radius (float): [Read-Write] Radius: The radius to apply the force or impulse in

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_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

(RadialImpulseFalloff)

fire_impulse() None

Fire a single impulse

property force_strength

[Read-Write] Force Strength: How strong the force should be

Type

(float)

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)

property radius

[Read-Write] Radius: The radius to apply the force or impulse in

Type

(float)

remove_object_type_to_affect(object_type) None

Remove an object type that is affected by this radial force

Parameters

object_type (ObjectTypeQuery) –