unreal.CollisionResponseContainer
¶
- class unreal.CollisionResponseContainer(world_static=CollisionResponseType.ECR_BLOCK, world_dynamic=CollisionResponseType.ECR_BLOCK, pawn=CollisionResponseType.ECR_BLOCK, visibility=CollisionResponseType.ECR_BLOCK, camera=CollisionResponseType.ECR_BLOCK, physics_body=CollisionResponseType.ECR_BLOCK, vehicle=CollisionResponseType.ECR_BLOCK, destructible=CollisionResponseType.ECR_BLOCK, engine_trace_channel1=CollisionResponseType.ECR_IGNORE, engine_trace_channel2=CollisionResponseType.ECR_BLOCK, engine_trace_channel3=CollisionResponseType.ECR_BLOCK, engine_trace_channel4=CollisionResponseType.ECR_BLOCK, engine_trace_channel5=CollisionResponseType.ECR_BLOCK, engine_trace_channel6=CollisionResponseType.ECR_BLOCK, game_trace_channel1=CollisionResponseType.ECR_BLOCK, game_trace_channel2=CollisionResponseType.ECR_BLOCK, game_trace_channel3=CollisionResponseType.ECR_BLOCK, game_trace_channel4=CollisionResponseType.ECR_BLOCK, game_trace_channel5=CollisionResponseType.ECR_BLOCK, game_trace_channel6=CollisionResponseType.ECR_BLOCK, game_trace_channel7=CollisionResponseType.ECR_BLOCK, game_trace_channel8=CollisionResponseType.ECR_BLOCK, game_trace_channel9=CollisionResponseType.ECR_BLOCK, game_trace_channel10=CollisionResponseType.ECR_BLOCK, game_trace_channel11=CollisionResponseType.ECR_BLOCK, game_trace_channel12=CollisionResponseType.ECR_BLOCK, game_trace_channel13=CollisionResponseType.ECR_BLOCK, game_trace_channel14=CollisionResponseType.ECR_BLOCK, game_trace_channel15=CollisionResponseType.ECR_BLOCK, game_trace_channel16=CollisionResponseType.ECR_BLOCK, game_trace_channel17=CollisionResponseType.ECR_BLOCK, game_trace_channel18=CollisionResponseType.ECR_BLOCK)¶
Bases:
unreal.StructBase
Container for indicating a set of collision channels that this object will collide with.
C++ Source:
Module: Engine
File: EngineTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
camera
(CollisionResponseType): [Read-Write] 3destructible
(CollisionResponseType): [Read-Write] 6engine_trace_channel1
(CollisionResponseType): [Read-Write] Unspecified Engine Trace Channelsengine_trace_channel2
(CollisionResponseType): [Read-Write] 8engine_trace_channel3
(CollisionResponseType): [Read-Write] 9engine_trace_channel4
(CollisionResponseType): [Read-Write] 10engine_trace_channel5
(CollisionResponseType): [Read-Write] 11engine_trace_channel6
(CollisionResponseType): [Read-Write] 12game_trace_channel1
(CollisionResponseType): [Read-Write] in order to use this custom channels we recommend to define in your local file - i.e. #define COLLISION_WEAPON ECC_GameTraceChannel1 and make sure you customize these it in INI file byin DefaultEngine.ini
[/Script/Engine.CollisionProfile] GameTraceChannel1=”Weapon”
also in the INI file, you can override collision profiles that are defined by simply redefining note that Weapon isn’t defined in the BaseEngine.ini file, but “Trigger” is defined in Engine +Profiles=(Name=”Trigger”,CollisionEnabled=QueryOnly,ObjectTypeName=WorldDynamic, DefaultResponse=ECR_Overlap, CustomResponses=((Channel=Visibility, Response=ECR_Ignore), (Channel=Weapon, Response=ECR_Ignore)))
game_trace_channel10
(CollisionResponseType): [Read-Write] 22game_trace_channel11
(CollisionResponseType): [Read-Write] 23game_trace_channel12
(CollisionResponseType): [Read-Write] 24game_trace_channel13
(CollisionResponseType): [Read-Write] 25game_trace_channel14
(CollisionResponseType): [Read-Write] 26game_trace_channel15
(CollisionResponseType): [Read-Write] 27game_trace_channel16
(CollisionResponseType): [Read-Write] 28game_trace_channel17
(CollisionResponseType): [Read-Write] 28game_trace_channel18
(CollisionResponseType): [Read-Write] 30game_trace_channel2
(CollisionResponseType): [Read-Write] 14game_trace_channel3
(CollisionResponseType): [Read-Write] 15game_trace_channel4
(CollisionResponseType): [Read-Write] 16game_trace_channel5
(CollisionResponseType): [Read-Write] 17game_trace_channel6
(CollisionResponseType): [Read-Write] 18game_trace_channel7
(CollisionResponseType): [Read-Write] 19game_trace_channel8
(CollisionResponseType): [Read-Write] 20game_trace_channel9
(CollisionResponseType): [Read-Write] 21pawn
(CollisionResponseType): [Read-Write] 1.physics_body
(CollisionResponseType): [Read-Write] 4vehicle
(CollisionResponseType): [Read-Write] 5visibility
(CollisionResponseType): [Read-Write] 2world_dynamic
(CollisionResponseType): [Read-Write] 0world_static
(CollisionResponseType): [Read-Write] Reserved Engine Trace Channels- Note - If you change this (add/remove/modify)
you should make sure it matches with ECollisionChannel (including DisplayName) They has to be mirrored if serialized
- property camera¶
[Read-Only] 3
- Type
- property destructible¶
[Read-Only] 6
- Type
- property dynamic¶
‘dynamic’ was renamed to ‘world_dynamic’.
- Type
deprecated
- property engine_trace_channel1¶
[Read-Only] Unspecified Engine Trace Channels
- Type
- property engine_trace_channel2¶
[Read-Only] 8
- Type
- property engine_trace_channel3¶
[Read-Only] 9
- Type
- property engine_trace_channel4¶
[Read-Only] 10
- Type
- property engine_trace_channel5¶
[Read-Only] 11
- Type
- property engine_trace_channel6¶
[Read-Only] 12
- Type
- property game_trace_channel1¶
[Read-Only] in order to use this custom channels we recommend to define in your local file - i.e. #define COLLISION_WEAPON ECC_GameTraceChannel1 and make sure you customize these it in INI file by
in DefaultEngine.ini
[/Script/Engine.CollisionProfile] GameTraceChannel1=”Weapon”
also in the INI file, you can override collision profiles that are defined by simply redefining note that Weapon isn’t defined in the BaseEngine.ini file, but “Trigger” is defined in Engine +Profiles=(Name=”Trigger”,CollisionEnabled=QueryOnly,ObjectTypeName=WorldDynamic, DefaultResponse=ECR_Overlap, CustomResponses=((Channel=Visibility, Response=ECR_Ignore), (Channel=Weapon, Response=ECR_Ignore)))
- Type
- property game_trace_channel10¶
[Read-Only] 22
- Type
- property game_trace_channel11¶
[Read-Only] 23
- Type
- property game_trace_channel12¶
[Read-Only] 24
- Type
- property game_trace_channel13¶
[Read-Only] 25
- Type
- property game_trace_channel14¶
[Read-Only] 26
- Type
- property game_trace_channel15¶
[Read-Only] 27
- Type
- property game_trace_channel16¶
[Read-Only] 28
- Type
- property game_trace_channel17¶
[Read-Only] 28
- Type
- property game_trace_channel18¶
[Read-Only] 30
- Type
- property game_trace_channel2¶
[Read-Only] 14
- Type
- property game_trace_channel3¶
[Read-Only] 15
- Type
- property game_trace_channel4¶
[Read-Only] 16
- Type
- property game_trace_channel5¶
[Read-Only] 17
- Type
- property game_trace_channel6¶
[Read-Only] 18
- Type
- property game_trace_channel7¶
[Read-Only] 19
- Type
- property game_trace_channel8¶
[Read-Only] 20
- Type
- property game_trace_channel9¶
[Read-Only] 21
- Type
- property pawn¶
[Read-Only] 1.
- Type
- property physics_body¶
[Read-Only] 4
- Type
- property rigid_body¶
‘rigid_body’ was renamed to ‘physics_body’.
- Type
deprecated
- property static¶
‘static’ was renamed to ‘world_static’.
- Type
deprecated
- property vehicle¶
[Read-Only] 5
- Type
- property visibility¶
[Read-Only] 2
- Type
- property world_dynamic¶
[Read-Only] 0
- Type
- property world_static¶
[Read-Only] Reserved Engine Trace Channels
- Note - If you change this (add/remove/modify)
you should make sure it matches with ECollisionChannel (including DisplayName) They has to be mirrored if serialized
- Type