unreal.ModularVehicleBaseComponent
¶
- class unreal.ModularVehicleBaseComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PawnMovementComponent
Modular Vehicle Base Component
C++ Source:
Plugin: ChaosModularVehicle
Module: ChaosModularVehicleEngine
File: ModularVehicleBaseComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
angular_damping
(float): [Read-Write] Use to naturally decelerate angular velocity of objectsasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(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.auto_add_components_from_world
(bool): [Read-Write] Grab nearby components and add them to the cluster union representing the vehicleauto_add_overlapping_box_size
(Vector): [Read-Write] The size of the overlap box testing for nearby components in the worldauto_register_physics_volume_updates
(bool): [Read-Write] If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. see: bComponentShouldUpdatePhysicsVolumeauto_register_updated_component
(bool): [Read-Write] If true, registers the owner’s Root component as the UpdatedComponent if there is not one currently assigned.auto_update_tick_registration
(bool): [Read-Write] If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.boost_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input can rise and fallbrake_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input brake can rise and fallcan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_should_update_physics_volume
(bool): [Read-Write] If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.component_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.constrain_to_plane
(bool): [Read-Write] If true, movement will be constrained to a plane. see: PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSettingdelay_clustering_count
(int32): [Read-Write]drift_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input can rise and falleditable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classfixed_path_braking_distance
(float): [Read-Write] Braking distance override used with acceleration driven path following (bUseAccelerationForPaths)handbrake_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input handbrake can rise and fallis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildskeep_vehicle_awake
(bool): [Read-Write]linear_damping
(float): [Read-Write] Use to naturally decelerate linear velocity of objectsnav_agent_props
(NavAgentProperties): [Read-Write] Properties that define how the component can move.on_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 deactivatedpitch_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input pitch can rise and fallplane_constraint_axis_setting
(PlaneConstraintAxisSetting): [Read-Write] Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible. see: SetPlaneConstraintAxisSettingplane_constraint_normal
(Vector): [Read-Write] The normal or axis of the plane that constrains movement, if bConstrainToPlane is enabled. If for example you wanted to constrain movement to the X-Z plane (so that Y cannot change), the normal would be set to X=0 Y=1 Z=0. This is recalculated whenever PlaneConstraintAxisSetting changes. It is normalized once the component is registered with the game world. see: bConstrainToPlane, SetPlaneConstraintNormal(), SetPlaneConstraintFromVectors()plane_constraint_origin
(Vector): [Read-Write] The origin of the plane that constrains movement, if plane constraint is enabled. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane(). see: bConstrainToPlane, SetPlaneConstraintOrigin().primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!requires_controller_for_inputs
(bool): [Read-Write] Bypass the need for a controller in order for the controls to be processed.roll_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input roll can rise and fallsnap_to_plane_at_start
(bool): [Read-Write] If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.steering_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input steering can rise and fallsuspension_trace_collision_responses
(CollisionResponseContainer): [Read-Write]suspension_trace_complex
(bool): [Read-Write]throttle_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input throttle can rise and falltick_before_owner
(bool): [Read-Write] If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner’s position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn’t matter.update_nav_agent_with_owners_collision
(bool): [Read-Write] If set to true NavAgentProps’ radius and height will be updated with Owner’s collision capsule sizeupdate_only_if_rendered
(bool): [Read-Write] If true, skips TickComponent() if UpdatedComponent was not recently rendered.updated_component
(SceneComponent): [Read-Write] The component we move and update. If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor’s root component will automatically be set as our UpdatedComponent at startup. see: bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitiveupdated_primitive
(PrimitiveComponent): [Read-Write] UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.use_acceleration_for_paths
(bool): [Read-Write] If set, pathfollowing will control character movement via acceleration values. If false, it will set velocities directly.use_fixed_braking_distance_for_paths
(bool): [Read-Write] If set, FixedPathBrakingDistance will be used for path following decelerationvelocity
(Vector): [Read-Write] Current velocity of updated component.yaw_input_rate
(ModularVehicleInputRateConfig): [Read-Write] Rate at which input yaw can rise and fall
- decrease_throttle_input(throttle_delta) None ¶
Decrease the vehicle throttle position [throttle range normalized 0 to 1]
- Parameters:
throttle_delta (float) –
- get_current_gear() int32 ¶
Get Current Gear
- Return type:
int32
- increase_throttle_input(throttle_delta) None ¶
Increase the vehicle throttle position [throttle range normalized 0 to 1]
- Parameters:
throttle_delta (float) –
- set_boost_input(boost) None ¶
Set the user input for the vehicle boost [range 0 to 1]
- Parameters:
boost (float) –
- set_brake_input(brake) None ¶
Set the user input for the vehicle Brake [range 0 to 1]
- Parameters:
brake (float) –
- set_drift_input(drift) None ¶
Set the user input for the vehicle drift [range 0 to 1]
- Parameters:
drift (float) –
- set_handbrake_input(handbrake) None ¶
Set the user input for handbrake
- Parameters:
handbrake (float) –
- set_locally_controlled(locally_controlled_in) None ¶
Set Locally Controlled
- Parameters:
locally_controlled_in (bool) –
- set_pitch_input(pitch) None ¶
Set the user input for the vehicle pitch [range -1 to 1]
- Parameters:
pitch (float) –
- set_roll_input(roll) None ¶
Set the user input for the vehicle roll [range -1 to 1]
- Parameters:
roll (float) –
- set_steering_input(steering) None ¶
Set the user input for the vehicle steering [range -1 to 1]
- Parameters:
steering (float) –