unreal.RadialForceComponent
¶
- class unreal.RadialForceComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponent
Used to emit a radial force or impulse that can affect physics objects and or destructible objects.
C++ Source:
Module: Engine
File: RadialForceComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.destructible_damage
(float): [Read-Write] If > 0.f, will cause damage to destructible meshes as welldetail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classfalloff
(RadialImpulseFalloff): [Read-Write] How the force or impulse should fall off as object are further away from the centerforce_strength
(float): [Read-Write] How strong the force should behidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.ignore_owning_actor
(bool): [Read-Write] If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.impulse_strength
(float): [Read-Write] How strong the impulse should beimpulse_vel_change
(bool): [Read-Write] If true, the impulse will ignore mass of objects and will always result in a fixed velocity changeis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.object_types_to_affect
(Array[ObjectTypeQuery]): [Read-Write] The object types that are affected by this radial forceon_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentradius
(float): [Read-Write] The radius to apply the force or impulse inrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] 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] 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] 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] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()use_attach_parent_bound
(bool): [Read-Write] 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] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- add_object_type_to_affect(object_type) None ¶
Add an object type for this radial force to affect
- Parameters:
object_type (ObjectTypeQuery) –
- property destructible_damage: float¶
[Read-Write] If > 0.f, will cause damage to destructible meshes as well
- Type:
(float)
- property falloff: RadialImpulseFalloff¶
[Read-Write] How the force or impulse should fall off as object are further away from the center
- Type:
- property ignore_owning_actor: bool¶
[Read-Write] If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.
- Type:
(bool)
- property impulse_vel_change: bool¶
[Read-Write] If true, the impulse will ignore mass of objects and will always result in a fixed velocity change
- Type:
(bool)
- remove_object_type_to_affect(object_type) None ¶
Remove an object type that is affected by this radial force
- Parameters:
object_type (ObjectTypeQuery) –