unreal.ChaosVehicleWheel¶
- class unreal.ChaosVehicleWheel(outer=None, name='None')¶
Bases:
unreal.ObjectChaos Vehicle Wheel
C++ Source:
Plugin: ChaosVehiclesPlugin
Module: ChaosVehicles
File: ChaosVehicleWheel.h
Editor Properties: (see get_editor_property/set_editor_property)
abs_enabled(bool): [Read-Write] Advanced Braking System Enabledaffected_by_brake(bool): [Read-Write] Whether brake should affect this wheelaffected_by_engine(bool): [Read-Write] Whether engine should power this wheelaffected_by_handbrake(bool): [Read-Write] Whether handbrake should affect this wheelaffected_by_steering(bool): [Read-Write] Whether steering should affect this wheelaxle_type(AxleType): [Read-Write] If left undefined then the bAffectedByEngine value is used, if defined then bAffectedByEngine is ignored and the differential setup on the vehicle defines which wheels get power from the enginecollision_mesh(StaticMesh): [Read-Write] Static mesh with collision setup for wheel, will be used to create wheel shape (if empty, sphere will be added as wheel shape, check bDontCreateShape flag)lateral_friction_force_multiplier(float): [Read-Write] Lateral Friction Force Multiplierlongitudinal_friction_force_multiplier(float): [Read-Write] Longitudinal Friction Force Multipliermax_brake_torque(float): [Read-Write] max brake torque for this wheel (Nm)max_hand_brake_torque(float): [Read-Write] Max handbrake brake torque for this wheel (Nm). A handbrake should have a stronger brake torque than the brake. This will be ignored for wheels that are not affected by the handbrake.max_steer_angle(float): [Read-Write] steer angle in degrees for this wheeloffset(Vector): [Read-Write] If BoneName is specified, offset the wheel from the bone’s location. Otherwise this offsets the wheel from the vehicle’s origin.rollbar_scaling(float): [Read-Write] Anti-roll effectside_slip_modifier(float): [Read-Write] Wheel Lateral Skid Grip Loss, lower number less grip on skidskid_threshold(float): [Read-Write] Wheel Lateral Skid Thresholdslip_threshold(float): [Read-Write] Wheel Longitudinal Slip Thresholdspring_preload(float): [Read-Write] Spring Preload (N/m)spring_rate(float): [Read-Write] Spring Force (N/m)suspension_axis(Vector): [Read-Write] Local body direction in which where suspension forces are applied (typically along -Z-axis)suspension_damping_ratio(float): [Read-Write] Oscillation frequency of suspension. Standard cars have values between 5 and 10 UPROPERTY(EditAnywhere, Category = Suspension) float SuspensionNaturalFrequency;suspension_force_offset(Vector): [Read-Write] Vertical offset from where suspension forces are applied (along Z-axis)suspension_max_drop(float): [Read-Write] How far the wheel can drop below the resting positionsuspension_max_raise(float): [Read-Write] How far the wheel can go above the resting positionsuspension_smoothing(int32): [Read-Write] Smooth suspension [0-off, 10-max] - Warning might cause momentary visual inter-penetration of the wheel against objects/terrainsweep_shape(SweepShape): [Read-Write] Whether wheel suspension considers simple, complex, or bothsweep_type(SweepType): [Read-Write] Whether wheel suspension considers simple, complex, or bothtraction_control_enabled(bool): [Read-Write] Straight Line Traction Control Enabledwheel_load_ratio(float): [Read-Write] When 0 no weight load is transferred, 1 is Normal weight shift. Lower value cures lift off oversteer.wheel_radius(float): [Read-Write] Radius of the wheelwheel_width(float): [Read-Write] Width of the wheel