class unreal.SimpleWheeledVehicleMovementComponent(outer=None, name='None')

Bases: unreal.WheeledVehicleMovementComponent

Simple Wheeled Vehicle Movement Component

C++ Source:

  • Plugin: PhysXVehicles

  • Module: PhysXVehicles

  • File: SimpleWheeledVehicleMovementComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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.

  • 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: bComponentShouldUpdatePhysicsVolume

  • auto_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.

  • avoidance_consideration_radius (float): [Read-Write] Avoidance Consideration Radius: Area Radius to consider for RVO avoidance

  • avoidance_group (NavAvoidanceMask): [Read-Write] Avoidance Group: Moving actor’s group mask

  • avoidance_uid (int32): [Read-Only] Avoidance UID: No default value, for now it’s assumed to be valid if GetAvoidanceManager() returns non-NULL.

  • avoidance_weight (float): [Read-Write] Avoidance Weight: De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.

  • brake_input_rate (VehicleInputRate): [Read-Write] Brake Input Rate: Rate at which input brake can rise and fall

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

  • 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, PlaneConstraintAxisSetting

  • deprecated_spring_offset_mode (bool): [Read-Write] Deprecated Spring Offset Mode: Supports the old (before 4.14) way of applying spring forces. We used to offset from the vehicle center of mass instead of the spring location center of mass. You should only use this for existing content that hasn’t been re-tuned

  • drag_coefficient (float): [Read-Write] Drag Coefficient: DragCoefficient of the vehicle chassis.

  • 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

  • fixed_path_braking_distance (float): [Read-Write] Fixed Path Braking Distance: Braking distance override used with acceleration driven path following (bUseAccelerationForPaths)

  • groups_to_avoid (NavAvoidanceMask): [Read-Write] Groups to Avoid: Will avoid other agents if they are in one of specified groups

  • groups_to_ignore (NavAvoidanceMask): [Read-Write] Groups to Ignore: Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid

  • handbrake_input_rate (VehicleInputRate): [Read-Write] Handbrake Input Rate: Rate at which input handbrake can rise and fall

  • high_forward_speed_sub_step_count (int32): [Read-Write] High Forward Speed Sub Step Count: The sub-step count above the threshold longitudinal speed has a default of 1.

  • idle_brake_input (float): [Read-Write] Idle Brake Input: How much to press the brake when the player has release throttle

  • inertia_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 builds

  • low_forward_speed_sub_step_count (int32): [Read-Write] Low Forward Speed Sub Step Count: The sub-step count below the threshold longitudinal speed has a default of 3.

  • mass (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]

  • max_normalized_tire_load (float): [Read-Write] Max Normalized Tire Load: Clamp normalized tire load to this value

  • max_normalized_tire_load_filtered (float): [Read-Write] Max Normalized Tire Load Filtered: Clamp normalized tire load to this value

  • min_normalized_tire_load (float): [Read-Write] Min Normalized Tire Load: Clamp normalized tire load to this value

  • min_normalized_tire_load_filtered (float): [Read-Write] Min Normalized Tire Load Filtered: Clamp normalized tire load to this value

  • 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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • plane_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: SetPlaneConstraintAxisSetting

  • plane_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 Component

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • 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 off

  • rvo_avoidance_height (float): [Read-Write] RVOAvoidance Height: Vehicle Height to use for RVO avoidance (usually vehicle height)

  • rvo_avoidance_radius (float): [Read-Write] RVOAvoidance Radius: Vehicle Radius to use for RVO avoidance (usually half of vehicle width)

  • rvo_steering_step (float): [Read-Write] RVOSteering Step: Value by which to alter steering per frame based on calculated avoidance

  • rvo_throttle_step (float): [Read-Write] RVOThrottle Step: Value by which to alter throttle per frame based on calculated avoidance

  • snap_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.

  • steering_input_rate (VehicleInputRate): [Read-Write] Steering Input Rate: Rate at which input steering can rise and fall

  • stop_threshold (float): [Read-Write] Stop Threshold: Auto-brake when absolute vehicle forward speed is less than this (cm/s)

  • threshold_longitudinal_speed (float): [Read-Write] Threshold Longitudinal Speed: PhysX sub-steps

    More sub-steps provides better stability but with greater computational cost. Typically, vehicles require more sub-steps at very low forward speeds. The threshold longitudinal speed has a default value of 5 metres per second.

  • throttle_input_rate (VehicleInputRate): [Read-Write] Throttle Input Rate: Rate at which input throttle can rise and fall

  • tick_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.

  • update_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 size

  • update_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(), UpdatedPrimitive

  • updated_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 deceleration

  • use_rvo_avoidance (bool): [Read-Write] Use RVOAvoidance: If set, component will use RVO avoidance

  • velocity (Vector): [Read-Write] Velocity: Current velocity of updated component.

  • wheel_setups (Array(WheelSetup)): [Read-Write] Wheel Setups: Wheels to create

  • wheels (Array(VehicleWheel)): [Read-Write] Wheels: Our instanced wheels

  • 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)

set_brake_torque(brake_torque, wheel_index) None

Set the brake torque to be applied to a specific wheel

  • brake_torque (float) –

  • wheel_index (int32) –

set_drive_torque(drive_torque, wheel_index) None

Set the drive torque to be applied to a specific wheel

  • drive_torque (float) –

  • wheel_index (int32) –

set_steer_angle(steer_angle, wheel_index) None

Set the steer angle (in degrees) to be applied to a specific wheel

  • steer_angle (float) –

  • wheel_index (int32) –