unreal.RigUnit_SphereTraceByTraceChannel

class unreal.RigUnit_SphereTraceByTraceChannel(start: Vector = Ellipsis, end: Vector = Ellipsis, trace_channel: TraceTypeQuery = Ellipsis, radius: float = 0.0, hit: bool = False, hit_location: Vector = Ellipsis, hit_normal: Vector = Ellipsis)

Bases: RigUnit

Sweeps a sphere against the world and return the first blocking hit using a specific channel. Target objects can have different object types, but they need to have the same trace channel set to “block” in their collision response settings. You can create custom trace channels in Project Setting - Collision.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_WorldCollision.h

Editor Properties: (see get_editor_property/set_editor_property)

  • end (Vector): [Read-Write] End: End of the trace in rig / global space

  • hit (bool): [Read-Write] Hit: Returns true if there was a hit

  • hit_location (Vector): [Read-Write] Hit Location: Hit location in rig / global Space

  • hit_normal (Vector): [Read-Write] Hit Normal: Hit normal in rig / global Space

  • radius (float): [Read-Write] Radius: Radius of the sphere to use for sweeping / tracing

  • start (Vector): [Read-Write] Start: Start of the trace in rig / global space

  • trace_channel (TraceTypeQuery): [Read-Write] Trace Channel: The ‘channel’ that this trace is in, used to determine which components to hit

property end: Vector

[Read-Write] End: End of the trace in rig / global space

Type:

(Vector)

property hit: bool

[Read-Only] Hit: Returns true if there was a hit

Type:

(bool)

property hit_location: Vector

[Read-Only] Hit Location: Hit location in rig / global Space

Type:

(Vector)

property hit_normal: Vector

[Read-Only] Hit Normal: Hit normal in rig / global Space

Type:

(Vector)

property radius: float

[Read-Write] Radius: Radius of the sphere to use for sweeping / tracing

Type:

(float)

property start: Vector

[Read-Write] Start: Start of the trace in rig / global space

Type:

(Vector)

property trace_channel: TraceTypeQuery

[Read-Write] Trace Channel: The ‘channel’ that this trace is in, used to determine which components to hit

Type:

(TraceTypeQuery)