unreal.MotorPhysicsSimComponent

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

Bases: AudioMotorSimComponent

Uses 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 occurs

  • 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.

  • braking_horse_power (float): [Read-Write] The force applied when braking. Large values will slow down the vehicle more quickly

  • cached_input (AudioMotorSimInputContext): [Read-Write] Input data after running this component

  • cached_runtime_info (AudioMotorSimRuntimeContext): [Read-Write] runtime info after running this component

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

  • clutched_decel_scale (float): [Read-Write] How much more quickly the engine decelerates off-throttle while clutched

  • clutched_force_modifier (float): [Read-Write] Engine Torque multiplier applied when clutched

  • clutched_gear_ratio (float): [Read-Write] The gear ratio to apply when clutched

  • component_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 occurs

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

  • enabled (bool): [Read-Write] will only update if enabled

  • engine_friction (float): [Read-Write] How much of the torque is lost due to engine friction

  • 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

  • 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

  • gear_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 gear

  • ground_friction (float): [Read-Write] Coefficient of Rolling Resistance

  • infinite_gear_ratio (float): [Read-Write] how much to scale gear ratio per gear past the max gear

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

  • 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_gear_changed_event (OnGearChanged): [Read-Write]

  • 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!

  • rpm_interp_speed (float): [Read-Write] Interpolation value to when changing RPM

  • throttle_interpolation_time (float): [Read-Write]

  • up_shift_max_rpm (float): [Read-Write] The rpm at which an upshift occurs

  • 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

  • weight (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 friction

  • wind_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

Type:

(Array[float])

property ground_friction: float

[Read-Write] Coefficient of Rolling Resistance

Type:

(float)

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:

(OnGearChanged)

property rpm_interp_speed: float

[Read-Write] Interpolation value to when changing RPM

Type:

(float)

property throttle_interpolation_time: float

[Read-Write]

Type:

(float)

property up_shift_max_rpm: float

[Read-Write] The rpm at which an upshift occurs

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)

property weight: 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 friction

Type:

(float)

property wind_resistance_per_velocity: float

[Read-Write] Multiplier to apply to the velocity value to calculate wind resistance

Type:

(float)