unreal.AudioMotorSimInputContext

class unreal.AudioMotorSimInputContext(delta_time: float = 0.0, speed: float = 0.0, forward_speed: float = 0.0, side_speed: float = 0.0, up_speed: float = 0.0, throttle: float = 0.0, brake: float = 0.0, surface_friction_modifier: float = 0.0, motor_friction_modifier: float = 0.0, boost: float = 0.0, driving: bool = False, grounded: bool = False, can_shift: bool = False, clutch_engaged: bool = False)

Bases: StructBase

collection of properties to be filled out by the vehicle in order to update the motor sim

C++ Source:

  • Plugin: AudioMotorSim

  • Module: AudioMotorSim

  • File: AudioMotorSimTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • boost (float): [Read-Write] normalized input representing additional thrust beyond normal driving behaviors

  • brake (float): [Read-Write] normalized input representing the player wanting to slow down [0, 1]

  • can_shift (bool): [Read-Write] whether the motor can freely shift gears

  • clutch_engaged (bool): [Read-Write] when true, signals that the gears are temporarily disconnected from the motor

  • delta_time (float): [Read-Write] Time in Seonds

  • driving (bool): [Read-Write] whether a player can drive the vehicle right now

  • forward_speed (float): [Read-Write] Current speed of the vehicle relative to its forward direction

  • grounded (bool): [Read-Write] whether the vehicle is firmly on the ground

  • motor_friction_modifier (float): [Read-Write] scaling to apply to any behaviors that model internal motor friction

  • side_speed (float): [Read-Write] absolute value of the speed of the vehicle relative to its right direction

  • speed (float): [Read-Write] Current speed of the vehicle in any direction

  • surface_friction_modifier (float): [Read-Write] scaling to apply to any behaviors that model surface friction

  • throttle (float): [Read-Write] normalized input representing the player wanting to accelerate [-1, 1]

  • up_speed (float): [Read-Write] Current speed of the vehicle along the z-axis

property boost: float

[Read-Write] normalized input representing additional thrust beyond normal driving behaviors

Type:

(float)

property brake: float

[Read-Write] normalized input representing the player wanting to slow down [0, 1]

Type:

(float)

property can_shift: bool

[Read-Write] whether the motor can freely shift gears

Type:

(bool)

property clutch_engaged: bool

[Read-Write] when true, signals that the gears are temporarily disconnected from the motor

Type:

(bool)

property delta_time: float

[Read-Write] Time in Seonds

Type:

(float)

property driving: bool

[Read-Write] whether a player can drive the vehicle right now

Type:

(bool)

property forward_speed: float

[Read-Write] Current speed of the vehicle relative to its forward direction

Type:

(float)

property grounded: bool

[Read-Write] whether the vehicle is firmly on the ground

Type:

(bool)

property motor_friction_modifier: float

[Read-Write] scaling to apply to any behaviors that model internal motor friction

Type:

(float)

property side_speed: float

[Read-Write] absolute value of the speed of the vehicle relative to its right direction

Type:

(float)

property speed: float

[Read-Write] Current speed of the vehicle in any direction

Type:

(float)

property surface_friction_modifier: float

[Read-Write] scaling to apply to any behaviors that model surface friction

Type:

(float)

property throttle: float

[Read-Write] normalized input representing the player wanting to accelerate [-1, 1]

Type:

(float)

property up_speed: float

[Read-Write] Current speed of the vehicle along the z-axis

Type:

(float)