unreal.PhysicsSpringComponent

class unreal.PhysicsSpringComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: SceneComponent

Note: this component is still work in progress. Uses raycast springs for simple vehicle forces

Used with objects that have physics to create a spring down the X direction ie. point X in the direction you want generate spring.

C++ Source:

  • Module: Engine

  • File: PhysicsSpringComponent.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.

  • 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

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • ignore_self (bool): [Read-Write] Ignore Self: If true, the spring will ignore all components in its own actor

  • 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.

  • 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

  • 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)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • 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()

  • spring_channel (CollisionChannel): [Read-Write] Spring Channel: Strength of thrust force applied to the base object.

  • spring_compression (float): [Read-Write] Spring Compression: The current compression of the spring. A spring at rest will have SpringCompression 0.

  • spring_damping (float): [Read-Write] Spring Damping: Specifies how quickly the spring can absorb energy of a body. The higher the damping the less oscillation

  • spring_length_at_rest (float): [Read-Write] Spring Length at Rest: Determines how long the spring will be along the X-axis at rest. The spring will apply 0 force on a body when it’s at rest.

  • spring_radius (float): [Read-Write] Spring Radius: Determines the radius of the spring.

  • spring_stiffness (float): [Read-Write] Spring Stiffness: Specifies how much strength the spring has. The higher the SpringStiffness the more force the spring can push on a body with.

  • 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.

get_normalized_compression_scalar() float

Returns the spring compression as a normalized scalar along spring direction. 0 implies spring is at rest 1 implies fully compressed

Return type:

float

get_spring_current_end_point() Vector

Returns the spring current end point in world space.

Return type:

Vector

get_spring_direction() Vector

Returns the spring direction from start to resting point

Return type:

Vector

get_spring_resting_point() Vector

Returns the spring resting point in world space.

Return type:

Vector

property ignore_self: bool

[Read-Write] Ignore Self: If true, the spring will ignore all components in its own actor

Type:

(bool)

property spring_channel: CollisionChannel

[Read-Write] Spring Channel: Strength of thrust force applied to the base object.

Type:

(CollisionChannel)

property spring_compression: float

[Read-Only] Spring Compression: The current compression of the spring. A spring at rest will have SpringCompression 0.

Type:

(float)

property spring_damping: float

[Read-Write] Spring Damping: Specifies how quickly the spring can absorb energy of a body. The higher the damping the less oscillation

Type:

(float)

property spring_length_at_rest: float

[Read-Write] Spring Length at Rest: Determines how long the spring will be along the X-axis at rest. The spring will apply 0 force on a body when it’s at rest.

Type:

(float)

property spring_radius: float

[Read-Write] Spring Radius: Determines the radius of the spring.

Type:

(float)

property spring_stiffness: float

[Read-Write] Spring Stiffness: Specifies how much strength the spring has. The higher the SpringStiffness the more force the spring can push on a body with.

Type:

(float)