unreal.MotorPhysicsSimComponent¶
- class unreal.MotorPhysicsSimComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AudioMotorSimComponentUses throttle input to run a physics simulation to drive RPM and shift gears when needed
C++ Source:
Plugin: AudioMotorSim
Module: AudioMotorSimStandardComponents
File: MotorPhysicsSimComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
always_downshift_to_zeroth_gear(bool): [Read-Write] If enabled, will always downshift to 0th gear when a downshift occursasset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.braking_horse_power(float): [Read-Write] The force applied when braking. Large values will slow down the vehicle more quicklycached_input(AudioMotorSimInputContext): [Read-Write] Input data after running this componentcached_runtime_info(AudioMotorSimRuntimeContext): [Read-Write] runtime info after running this componentcan_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationclutched_decel_scale(float): [Read-Write] How much more quickly the engine decelerates off-throttle while clutchedclutched_force_modifier(float): [Read-Write] Engine Torque multiplier applied when clutchedclutched_gear_ratio(float): [Read-Write] The gear ratio to apply when clutchedcomponent_tags(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.down_shift_start_rpm(float): [Read-Write] The rpm at which a downshift occurseditable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenabled(bool): [Read-Write] will only update if enabledengine_friction(float): [Read-Write] How much of the torque is lost due to engine frictionengine_gear_ratio(float): [Read-Write] The main gear ratio of the engine. Corresponds to a RPM value of 1 if the vehicle is going at this speed. Speed * GearRatio / EngineGearRatio = RPMengine_torque(float): [Read-Write] The force of the engine. Large values will accelerate the vehicle more quickly, but also apply more friction when engine brakinggear_ratios(Array[float]): [Read-Write] How each gear responds to speed, expressed as a ratio. Higher number means a larger RPM range within that gear and quicker progression through the gearground_friction(float): [Read-Write] Coefficient of Rolling Resistanceinfinite_gear_ratio(float): [Read-Write] how much to scale gear ratio per gear past the max gearis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_gear_changed_event(OnGearChanged): [Read-Write]primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!rpm_interp_speed(float): [Read-Write] Interpolation value to when changing RPMthrottle_interpolation_time(float): [Read-Write]up_shift_max_rpm(float): [Read-Write] The rpm at which an upshift occursuse_infinite_gears(bool): [Read-Write] If true, the model will keep upshifting past the last defined gear. Gear ratio will be defined by the InfiniteGearRatio paramweight(float): [Read-Write] The weight of the vehicle, used to calculate the generated RPM. Heavier weight means a slower rpm increase due to weight resistance and ground frictionwind_resistance_per_velocity(float): [Read-Write] Multiplier to apply to the velocity value to calculate wind resistance
- property always_downshift_to_zeroth_gear: bool¶
[Read-Write] If enabled, will always downshift to 0th gear when a downshift occurs
- Type:
(bool)
- property braking_horse_power: float¶
[Read-Write] The force applied when braking. Large values will slow down the vehicle more quickly
- Type:
(float)
- property clutched_decel_scale: float¶
[Read-Write] How much more quickly the engine decelerates off-throttle while clutched
- Type:
(float)
- property clutched_force_modifier: float¶
[Read-Write] Engine Torque multiplier applied when clutched
- Type:
(float)
- property clutched_gear_ratio: float¶
[Read-Write] The gear ratio to apply when clutched
- Type:
(float)
- property down_shift_start_rpm: float¶
[Read-Write] The rpm at which a downshift occurs
- Type:
(float)
- property engine_friction: float¶
[Read-Write] How much of the torque is lost due to engine friction
- Type:
(float)
- property engine_gear_ratio: float¶
[Read-Write] The main gear ratio of the engine. Corresponds to a RPM value of 1 if the vehicle is going at this speed. Speed * GearRatio / EngineGearRatio = RPM
- Type:
(float)
- property engine_torque: float¶
[Read-Write] The force of the engine. Large values will accelerate the vehicle more quickly, but also apply more friction when engine braking
- Type:
(float)
- property gear_ratios: None¶
[Read-Write] How each gear responds to speed, expressed as a ratio. Higher number means a larger RPM range within that gear and quicker progression through the gear
- property infinite_gear_ratio: float¶
[Read-Write] how much to scale gear ratio per gear past the max gear
- Type:
(float)
- property on_gear_changed_event: OnGearChanged¶
[Read-Write]
- Type:
- property rpm_interp_speed: float¶
[Read-Write] Interpolation value to when changing RPM
- Type:
(float)
- property use_infinite_gears: bool¶
[Read-Write] If true, the model will keep upshifting past the last defined gear. Gear ratio will be defined by the InfiniteGearRatio param
- Type:
(bool)