unreal.PredictProjectilePathParams
¶
- class unreal.PredictProjectilePathParams(start_location=[0.0, 0.0, 0.0], launch_velocity=[1.0, 0.0, 0.0], trace_with_collision=False, projectile_radius=0.0, max_sim_time=1.0, trace_with_channel=True, trace_channel=CollisionChannel.ECC_WORLD_STATIC, object_types=[], actors_to_ignore=[], sim_frequency=20.0, override_gravity_z=0.0, draw_debug_type=DrawDebugTrace.NONE, draw_debug_time=1.0, trace_complex=False)¶
Bases:
unreal.StructBase
Input parameters to PredictProjectilePath functions.
C++ Source:
Module: Engine
File: GameplayStaticsTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
actors_to_ignore
(Array(Actor)): [Read-Write] Actors to ignore when tracing with collision.draw_debug_time
(float): [Read-Write] Duration of debug lines (only relevant for DrawDebugType::Duration)draw_debug_type
(DrawDebugTrace): [Read-Write] Debug drawing duration option.launch_velocity
(Vector): [Read-Write] Initial launch velocity at the start of the trace.max_sim_time
(float): [Read-Write] Maximum simulation time for the virtual projectile.object_types
(Array(ObjectTypeQuery)): [Read-Write] Object type to use, if tracing with collision.override_gravity_z
(float): [Read-Write] Optional override of Gravity (if 0, uses WorldGravityZ).projectile_radius
(float): [Read-Write] Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.sim_frequency
(float): [Read-Write] Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.start_location
(Vector): [Read-Write] Location of the start of the trace.trace_channel
(CollisionChannel): [Read-Write] Trace channel to use, if tracing with collision.trace_complex
(bool): [Read-Write] Trace against complex collision (triangles rather than simple primitives) if tracing with collision.trace_with_channel
(bool): [Read-Write] Whether or not to use TraceChannel, if tracing with collision.trace_with_collision
(bool): [Read-Write] Whether to trace along the path looking for blocking collision and stopping at the first hit.
- property actors_to_ignore¶
[Read-Write] Actors to ignore when tracing with collision.
- property draw_debug_time¶
[Read-Write] Duration of debug lines (only relevant for DrawDebugType::Duration)
- Type
(float)
- property draw_debug_type¶
[Read-Write] Debug drawing duration option.
- Type
- property launch_velocity¶
[Read-Write] Initial launch velocity at the start of the trace.
- Type
(Vector)
- property max_sim_time¶
[Read-Write] Maximum simulation time for the virtual projectile.
- Type
(float)
- property object_types¶
[Read-Write] Object type to use, if tracing with collision.
- Type
- property override_gravity_z¶
[Read-Write] Optional override of Gravity (if 0, uses WorldGravityZ).
- Type
(float)
- property projectile_radius¶
[Read-Write] Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.
- Type
(float)
- property sim_frequency¶
[Read-Write] Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.
- Type
(float)
- property trace_channel¶
[Read-Write] Trace channel to use, if tracing with collision.
- Type
- property trace_complex¶
[Read-Write] Trace against complex collision (triangles rather than simple primitives) if tracing with collision.
- Type
(bool)