unreal.RigUnit_SphereTraceWorld

class unreal.RigUnit_SphereTraceWorld(start: Vector = Ellipsis, end: Vector = Ellipsis, channel: CollisionChannel = 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

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_WorldCollision.h

Editor Properties: (see get_editor_property/set_editor_property)

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

  • 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

property channel: CollisionChannel

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

Type:

(CollisionChannel)

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)