unreal.PredictProjectilePathParams
¶
- class unreal.PredictProjectilePathParams(start_location: Vector = Ellipsis, launch_velocity: Vector = Ellipsis, trace_with_collision: bool = False, projectile_radius: float = 0.0, max_sim_time: float = 0.0, trace_with_channel: bool = False, trace_channel: CollisionChannel = Ellipsis, object_types: None = [], actors_to_ignore: None = [], sim_frequency: float = 0.0, override_gravity_z: float = 0.0, draw_debug_type: DrawDebugTrace = Ellipsis, draw_debug_time: float = 0.0, trace_complex: bool = False)¶
Bases:
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 draw_debug_time: float¶
[Read-Write] Duration of debug lines (only relevant for DrawDebugType::Duration)
- Type:
(float)
- property draw_debug_type: DrawDebugTrace¶
[Read-Write] Debug drawing duration option.
- Type:
- property launch_velocity: Vector¶
[Read-Write] Initial launch velocity at the start of the trace.
- Type:
(Vector)
- property max_sim_time: float¶
[Read-Write] Maximum simulation time for the virtual projectile.
- Type:
(float)
- property override_gravity_z: float¶
[Read-Write] Optional override of Gravity (if 0, uses WorldGravityZ).
- Type:
(float)
- property projectile_radius: float¶
[Read-Write] Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.
- Type:
(float)
- property 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.
- Type:
(float)
- property trace_channel: CollisionChannel¶
[Read-Write] Trace channel to use, if tracing with collision.
- Type:
- property trace_complex: bool¶
[Read-Write] Trace against complex collision (triangles rather than simple primitives) if tracing with collision.
- Type:
(bool)