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: PCGWorldQueryFilterByTag = Ellipsis, actor_tags_list: str = '', ignore_landscape_hits: bool = False, override_default_params: bool = False, ray_origin: Vector = Ellipsis, ray_direction: Vector = Ellipsis, ray_length: float = 0.0, apply_metadata_from_landscape: bool = False)¶
Bases:
PCGWorldCommonQueryParams
PCGWorld Ray Hit Query Params
C++ Source:
Plugin: PCG
Module: PCG
File: PCGWorldData.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_tag_filter
(PCGWorldQueryFilterByTag): [Read-Write]actor_tags_list
(str): [Read-Write]apply_metadata_from_landscape
(bool): [Read-Write] TODO: see in FCollisionQueryParams if there are some flags we want to expose examples: bReturnFaceIndex, bReturnPhysicalMaterial, some ignore patternscollision_channel
(CollisionChannel): [Read-Write]ignore_landscape_hits
(bool): [Read-Write]ignore_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]ray_direction
(Vector): [Read-Write]ray_length
(double): [Read-Write]ray_origin
(Vector): [Read-Write]trace_complex
(bool): [Read-Write] Queries against complex collision if enabled, performance warning