class unreal.BuoyancyData(pontoons=[])

Bases: unreal.StructBase

Buoyancy Data

C++ Source:

  • Plugin: Water

  • Module: Water

  • File: BuoyancyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_current_when_moving_fast_upstream (bool): [Read-Write] Allow Current when Moving Fast Upstream: Apply the current when moving at high speeds upstream. Disable for vehicles to have more control

  • always_allow_lateral_push (bool): [Read-Write] Always Allow Lateral Push: Allow an object to be pushed laterally regardless of the forward movement speed through the river

  • angular_drag_coefficient (float): [Read-Write] Angular Drag Coefficient

  • apply_downstream_angular_rotation (bool): [Read-Write] Apply Downstream Angular Rotation

  • apply_drag_forces_in_water (bool): [Read-Write] Apply Drag Forces in Water

  • apply_river_forces (bool): [Read-Write] Apply River Forces

  • buoyancy_coefficient (float): [Read-Write] Buoyancy Coefficient: Increases buoyant force applied on each pontoon.

  • buoyancy_damp (float): [Read-Write] Buoyancy Damp: Damping factor to scale damping based on Z velocity.

  • buoyancy_damp2 (float): [Read-Write] Buoyancy Damp 2: Second Order Damping factor to scale damping based on Z velocity.

  • buoyancy_ramp_max (float): [Read-Write] Buoyancy Ramp Max: Maximum value that buoyancy can ramp to (at or beyond max velocity).

  • buoyancy_ramp_max_velocity (float): [Read-Write] Buoyancy Ramp Max Velocity: Maximum velocity until which the buoyancy can ramp up.

  • buoyancy_ramp_min_velocity (float): [Read-Write] Buoyancy Ramp Min Velocity: Minimum velocity to start applying a ramp to buoyancy.

  • downstream_axis_of_rotation (Vector): [Read-Write] Downstream Axis Of Rotation: The axis with respect to the object that the downstream angular rotation should be aligned

  • downstream_max_acceleration (float): [Read-Write] Downstream Max Acceleration

  • downstream_rotation_angular_damping (float): [Read-Write] Downstream Rotation Angular Damping

  • downstream_rotation_stiffness (float): [Read-Write] Downstream Rotation Stiffness

  • downstream_rotation_strength (float): [Read-Write] Downstream Rotation Strength: Strength of the angular rotation application

  • drag_coefficient (float): [Read-Write] Drag Coefficient

  • drag_coefficient2 (float): [Read-Write] Drag Coefficient 2

  • max_buoyant_force (float): [Read-Write] Max Buoyant Force: Maximum buoyant force in the Up direction.

  • max_drag_speed (float): [Read-Write] Max Drag Speed

  • max_shore_push_force (float): [Read-Write] Max Shore Push Force: Maximum push force that can be applied by riverths towards the center or edge.

  • max_water_force (float): [Read-Write] Max Water Force: Maximum push force that can be applied by rivers.

  • pontoons (Array(SphericalPontoon)): [Read-Write] Pontoons

  • river_pontoon_index (int32): [Read-Write] River Pontoon Index: Pontoon to calculate water forces from. Used to calculate lateral push/pull, to grab water velocity for main force calculations from for downstream calculation if possible.

  • river_traversal_path_width (float): [Read-Write] River Traversal Path Width: Path width along the inside of the river which the object should traverse

  • water_shore_push_factor (float): [Read-Write] Water Shore Push Factor: Coefficient for nudging objects to shore in Rivers (for perf reasons). Or, set negative to push towards center of river.

  • water_velocity_strength (float): [Read-Write] Water Velocity Strength: Coefficient for applying push force in rivers.

property pontoons

[Read-Only] Pontoons