unreal.ChaosVehicleWheel
¶
- class unreal.ChaosVehicleWheel(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Chaos 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)cornering_stiffness
(float): [Read-Write] Tyre Cornering Abilityexternal_torque_combine_method
(TorqueCombineMethod): [Read-Write] Determines how the SetDriveTorque/SetBrakeTorque inputs are combined with the internal torquesfriction_force_multiplier
(float): [Read-Write] Friction Force Multiplierlateral_slip_graph
(RuntimeFloatCurve): [Read-Write]max_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 wheelmax_wheelspin_rotation
(float): [Read-Write] Max Wheelspin rotation rad/secoffset
(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] Suspension damping, larger value causes the suspension to come to rest faster [range 0 to 1]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] Wheel suspension trace type, defaults to ray tracesweep_type
(SweepType): [Read-Write] Whether wheel suspension considers simple, complextraction_control_enabled
(bool): [Read-Write] Straight Line Traction Control Enabledwheel_load_ratio
(float): [Read-Write] Amount wheel load effects wheel friction.At 0 wheel friction is completely independent of the loading on the wheel (This is artificial as it always assumes even balance between all wheels) At 1 wheel friction is based on the force pressing wheel into the ground. This is more realistic. Lower value cures lift off over-steer, generally makes vehicle easier to handle under extreme motions.
wheel_mass
(float): [Read-Write] Mass of the wheel Kgwheel_radius
(float): [Read-Write] Radius of the wheelwheel_width
(float): [Read-Write] Width of the wheel