unreal.Spring

class unreal.Spring(local_position: Vector = Ellipsis, local_direction: Vector = Ellipsis, trace_channel: CollisionChannel = Ellipsis, stiffness: float = 0.0, damping_strength: float = 0.0, raycast_length: float = 0.0, natural_length: float = 0.0)

Bases: StructBase

C++ Source:

  • Plugin: NetworkPredictionExtras

  • Module: NetworkPredictionExtras

  • File: Springs.h

Editor Properties: (see get_editor_property/set_editor_property)

  • damping_strength (float): [Read-Write] Strength of damping term.

  • local_direction (Vector): [Read-Write] Direction of spring force applied to body.

  • local_position (Vector): [Read-Write] Position of spring relative to actor, raycast starts here and force is applied at this position.

  • natural_length (float): [Read-Write] Natural length of spring when it is not stretched/compressed.

  • raycast_length (float): [Read-Write] Lenght of raycast.

  • stiffness (float): [Read-Write] Strength of spring force.

  • trace_channel (CollisionChannel): [Read-Write] Trace channel of raycast

property damping_strength: float

[Read-Write] Strength of damping term.

Type:

(float)

property local_direction: Vector

[Read-Write] Direction of spring force applied to body.

Type:

(Vector)

property local_position: Vector

[Read-Write] Position of spring relative to actor, raycast starts here and force is applied at this position.

Type:

(Vector)

property natural_length: float

[Read-Write] Natural length of spring when it is not stretched/compressed.

Type:

(float)

property raycast_length: float

[Read-Write] Lenght of raycast.

Type:

(float)

property stiffness: float

[Read-Write] Strength of spring force.

Type:

(float)

property trace_channel: CollisionChannel

[Read-Write] Trace channel of raycast

Type:

(CollisionChannel)