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: PCGWorldRaycastQueryParams

PCGWorld 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 SelectLandscapeHits

  • 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] 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 warning

  • use_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.

property override_default_params: bool

[Read-Write] Set ray parameters including origin, direction and length explicitly rather than deriving these from the generating actor bounds.

Type:

(bool)

property ray_direction: Vector

[Read-Write]

Type:

(Vector)

property ray_length: float

[Read-Write]

Type:

(double)

property ray_origin: Vector

[Read-Write]

Type:

(Vector)