unreal.PCGWorldRayHitQueryParams¶
- class unreal.PCGWorldRayHitQueryParams(ignore_pcg_hits: bool = False, ignore_self_hits: bool = False, collision_channel: CollisionChannel = Ellipsis, trace_complex: bool = False, actor_tag_filter: PCGWorldQueryFilter = Ellipsis, actor_tags_list: str = '', actor_class_filter: PCGWorldQueryFilter = Ellipsis, actor_class: Class = Ellipsis, actor_filter_from_input: PCGWorldQueryFilter = Ellipsis, actor_filter_input_source: PCGAttributePropertyInputSelector = [], select_landscape_hits: PCGWorldQuerySelectLandscapeHits = Ellipsis, get_reference_to_actor_hit: bool = False, get_reference_to_physical_material: bool = False, ignore_backface_hits: bool = False, get_impact: bool = False, get_impact_point: bool = False, get_impact_normal: bool = False, get_reflection: bool = False, get_distance: bool = False, get_local_impact_point: bool = False, get_reference_to_render_material: bool = False, get_reference_to_static_mesh: bool = False, get_face_index: bool = False, get_uv_coords: bool = False, get_element_index: bool = False, get_section_index: bool = False, apply_metadata_from_landscape: bool = False, use_render_material_index: bool = False, render_material_index: int = 0, get_render_material_index: bool = False, uv_channel: int = 0, override_default_params: bool = False, ray_origin: Vector = Ellipsis, ray_direction: Vector = Ellipsis, ray_length: float = 0.0)¶
Bases:
PCGWorldRaycastQueryParamsPCGWorld Ray Hit Query Params
C++ Source:
Plugin: PCG
Module: PCG
File: PCGWorldData.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_class(type(Class)): [Read-Write]actor_class_filter(PCGWorldQueryFilter): [Read-Write]actor_filter_from_input(PCGWorldQueryFilter): [Read-Write] Will add an input pin to pass a list of actor references for filtering if this value is not set to None.actor_filter_input_source(PCGAttributePropertyInputSelector): [Read-Write] Input source for the attribute to read from the Filter Actor pin.actor_tag_filter(PCGWorldQueryFilter): [Read-Write]actor_tags_list(str): [Read-Write]apply_metadata_from_landscape(bool): [Read-Write] Will apply landscape layers and their values at the impact point.collision_channel(CollisionChannel): [Read-Write]get_distance(bool): [Read-Write] Create an attribute for the distance between the ray origin and the impact point.get_element_index(bool): [Read-Write] Create an attribute for the index of the element hit. Unique to the hit primitive.get_face_index(bool): [Read-Write] Create an attribute for index of the hit face. Note: Will only work in complex traces.get_impact(bool): [Read-Write] Create an attribute for whether the raycast resulted in a hit.get_impact_normal(bool): [Read-Write] Create an attribute for the impact normal.get_impact_point(bool): [Read-Write] Create an attribute for the impact location in world space.get_local_impact_point(bool): [Read-Write] Create an attribute for the impact point in the hit object’s local space.get_reference_to_actor_hit(bool): [Read-Write]get_reference_to_physical_material(bool): [Read-Write]get_reference_to_render_material(bool): [Read-Write] Create an attribute for the render material. Requires ‘bTraceComplex’ for use with Primitive Components.get_reference_to_static_mesh(bool): [Read-Write] Create an attribute for the static mesh.get_reflection(bool): [Read-Write] Create an attribute for the reflection vector based on the ray incoming direction and the impact normal.get_render_material_index(bool): [Read-Write] The index of the render material to query when a primitive is hit. Currently only works for Static Meshes.get_section_index(bool): [Read-Write] Create an attribute for the index of the section hit. Currently only works for Static Meshes.get_uv_coords(bool): [Read-Write] Create an attribute for UV Coordinates of the surface hit. Note: Will only work in complex traces and must have ‘Project Settings->Physics->Support UV From Hit Results’ set to true.ignore_backface_hits(bool): [Read-Write] Ignore rays that hit backfaces.ignore_landscape_hits(bool): [Read-Write] deprecated: IgnoreLandscapeHits has been deprecated in favor of SelectLandscapeHitsignore_pcg_hits(bool): [Read-Write] If true, will ignore hits/overlaps on content created from PCG.ignore_self_hits(bool): [Read-Write]override_default_params(bool): [Read-Write] Set ray parameters including origin, direction and length explicitly rather than deriving these from the generating actor bounds.ray_direction(Vector): [Read-Write]ray_length(double): [Read-Write]ray_origin(Vector): [Read-Write]render_material_index(int32): [Read-Write] Define the index of the render material to retrieve when a primitive is hit.select_landscape_hits(PCGWorldQuerySelectLandscapeHits): [Read-Write]trace_complex(bool): [Read-Write] Queries against complex collision if enabled, performance warninguse_render_material_index(bool): [Read-Write] Retrieve the material index explicitly. If false, the render material will be assumed from the primitive. Currently only works for Static Meshes.uv_channel(int32): [Read-Write] This UV Channel will be selected when retrieving UV Coordinates from a raycast query.