unreal.ModularVehicleBaseComponent

class unreal.ModularVehicleBaseComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: PawnMovementComponent

Modular Vehicle Base Component

C++ Source:

  • Plugin: ChaosModularVehicle

  • Module: ChaosModularVehicleEngine

  • File: ModularVehicleBaseComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_damping (float): [Read-Write] Use to naturally decelerate angular velocity of objects

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • auto_add_components_from_world (bool): [Read-Write] Grab nearby components and add them to the cluster union representing the vehicle

  • auto_add_overlapping_box_size (Vector): [Read-Write] The size of the overlap box testing for nearby components in the world

  • auto_register_physics_volume_updates (bool): [Read-Write] If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. see: bComponentShouldUpdatePhysicsVolume

  • auto_register_updated_component (bool): [Read-Write] If true, registers the owner’s Root component as the UpdatedComponent if there is not one currently assigned.

  • auto_update_tick_registration (bool): [Read-Write] If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_should_update_physics_volume (bool): [Read-Write] If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • constrain_to_plane (bool): [Read-Write] If true, movement will be constrained to a plane. see: PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting

  • delay_clustering_count (int32): [Read-Write]

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • fixed_path_braking_distance (float): [Read-Write] deprecated: FixedPathBrakingDistance is deprecated, please use NavMovementProperties.FixedPathBrakingDistance instead.

  • input_config (Array[ModuleInputSetup]): [Read-Write]

  • input_producer_class (type(Class)): [Read-Write]

  • input_quantization_type (ModuleInputQuantizationType): [Read-Write]

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • keep_vehicle_awake (bool): [Read-Write]

  • linear_damping (float): [Read-Write] Use to naturally decelerate linear velocity of objects

  • nav_agent_props (NavAgentProperties): [Read-Write] Properties that define how the component can move.

  • nav_movement_properties (NavMovementProperties): [Read-Write]

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_module_added_event (OnModuleAdded): [Read-Write]

  • on_module_removed_event (OnModuleRemoved): [Read-Write]

  • plane_constraint_axis_setting (PlaneConstraintAxisSetting): [Read-Write] Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible. see: SetPlaneConstraintAxisSetting

  • plane_constraint_normal (Vector): [Read-Write] The normal or axis of the plane that constrains movement, if bConstrainToPlane is enabled. If for example you wanted to constrain movement to the X-Z plane (so that Y cannot change), the normal would be set to X=0 Y=1 Z=0. This is recalculated whenever PlaneConstraintAxisSetting changes. It is normalized once the component is registered with the game world. see: bConstrainToPlane, SetPlaneConstraintNormal(), SetPlaneConstraintFromVectors()

  • plane_constraint_origin (Vector): [Read-Write] The origin of the plane that constrains movement, if plane constraint is enabled. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane(). see: bConstrainToPlane, SetPlaneConstraintOrigin().

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • requires_controller_for_inputs (bool): [Read-Write] Bypass the need for a controller in order for the controls to be processed.

  • snap_to_plane_at_start (bool): [Read-Write] If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.

  • state_input_configuration (Array[ModuleInputSetup]): [Read-Write]

  • suspension_collision_channel (CollisionChannel): [Read-Write] Collision channel to use for the suspension trace.

  • suspension_trace_collision_responses (CollisionResponseContainer): [Read-Write]

  • suspension_trace_complex (bool): [Read-Write]

  • tick_before_owner (bool): [Read-Write] If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner’s position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn’t matter.

  • trace_type (TraceType): [Read-Write] Wheel suspension trace type, defaults to ray trace

  • tree_processing_order (SimTreeProcessingOrder): [Read-Write]

  • update_nav_agent_with_owners_collision (bool): [Read-Write] deprecated: bUpdateNavAgentWithOwnersCollision is deprecated, please use NavMovementProperties.bUpdateNavAgentWithOwnersCollision instead.

  • update_only_if_rendered (bool): [Read-Write] If true, skips TickComponent() if UpdatedComponent was not recently rendered.

  • updated_component (SceneComponent): [Read-Write] The component we move and update. If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor’s root component will automatically be set as our UpdatedComponent at startup. see: bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitive

  • updated_primitive (PrimitiveComponent): [Read-Write] UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.

  • use_acceleration_for_paths (bool): [Read-Write] deprecated: bUseAccelerationForPaths is deprecated, please use NavMovementProperties.bUseAccelerationForPaths instead.

  • use_fixed_braking_distance_for_paths (bool): [Read-Write] deprecated: bUseFixedBrakingDistanceForPaths is deprecated, please use NavMovementProperties.bUseFixedBrakingDistanceForPaths instead.

  • velocity (Vector): [Read-Write] Current velocity of updated component.

add_actors_to_ignore() Array[Actor]

Add Actors to Ignore

Returns:

actors_in (Array[Actor]):

Return type:

Array[Actor]

get_current_gear() int32

Get Current Gear

Return type:

int32

is_reversing() bool

Is Reversing

Return type:

bool

property on_module_added_event: OnModuleAdded

[Read-Write]

Type:

(OnModuleAdded)

property on_module_removed_event: OnModuleRemoved

[Read-Write]

Type:

(OnModuleRemoved)

remove_actors_to_ignore() Array[Actor]

Remove Actors to Ignore

Returns:

actors_in (Array[Actor]):

Return type:

Array[Actor]

set_gear_input(gear) None

Set the gear directly

Parameters:

gear (int32)

set_input_axis1d(name, value, buffer_action=ModuleInputBufferActionType.OVERRIDE) None

Set Input Axis 1D

Parameters:
set_input_axis2d(name, value, buffer_action=ModuleInputBufferActionType.OVERRIDE) None

Set Input Axis 2D

Parameters:
set_input_axis3d(name, value, buffer_action=ModuleInputBufferActionType.OVERRIDE) None

Set Input Axis 3D

Parameters:
set_input_bool(name, value, buffer_action=ModuleInputBufferActionType.OVERRIDE) None

Set Input Bool

Parameters:
set_input_integer(name, value, buffer_action=ModuleInputBufferActionType.OVERRIDE) None

Set Input Integer

Parameters:
set_input_producer_class(input_producer_class, force_new_instance=False) None

Sets the input producer class and creates an input producer if one doesn’t exist, or if forced to create an instance with the new class.

Parameters:
set_locally_controlled(locally_controlled_in) None

Set Locally Controlled

Parameters:

locally_controlled_in (bool)