class unreal.KTaperedCapsuleElem

Bases: KShapeElem

Capsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ.

C++ Source:

  • Module: Engine

  • File: TaperedCapsuleElem.h

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