unreal.PhysicsSpringComponent
¶
- class unreal.PhysicsSpringComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
- Note: this component is still work in progress. Uses raycast springs for simple vehicle forces
Used with objects that have physics to create a spring down the X direction ie. point X in the direction you want generate spring.
C++ Source:
Module: Engine
File: PhysicsSpringComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(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.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.ignore_self
(bool): [Read-Write] If true, the spring will ignore all components in its own actoris_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_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 deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()spring_channel
(CollisionChannel): [Read-Write] Strength of thrust force applied to the base object.spring_compression
(float): [Read-Write] The current compression of the spring. A spring at rest will have SpringCompression 0.spring_damping
(float): [Read-Write] Specifies how quickly the spring can absorb energy of a body. The higher the damping the less oscillationspring_length_at_rest
(float): [Read-Write] Determines how long the spring will be along the X-axis at rest. The spring will apply 0 force on a body when it’s at rest.spring_radius
(float): [Read-Write] Determines the radius of the spring.spring_stiffness
(float): [Read-Write] Specifies how much strength the spring has. The higher the SpringStiffness the more force the spring can push on a body with.use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- get_normalized_compression_scalar() → float¶
Returns the spring compression as a normalized scalar along spring direction. 0 implies spring is at rest 1 implies fully compressed
- Returns
- Return type
- get_spring_current_end_point() → Vector¶
Returns the spring current end point in world space.
- Returns
- Return type
- get_spring_direction() → Vector¶
Returns the spring direction from start to resting point
- Returns
- Return type
- get_spring_resting_point() → Vector¶
Returns the spring resting point in world space.
- Returns
- Return type
- property ignore_self¶
[Read-Write] If true, the spring will ignore all components in its own actor
- Type
(bool)
- property spring_channel¶
[Read-Write] Strength of thrust force applied to the base object.
- Type
- property spring_compression¶
[Read-Only] The current compression of the spring. A spring at rest will have SpringCompression 0.
- Type
(float)
- property spring_damping¶
[Read-Write] Specifies how quickly the spring can absorb energy of a body. The higher the damping the less oscillation
- Type
(float)