unreal.RadialForceComponent
¶
- class unreal.RadialForceComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Used to emit a radial force or impulse that can affect physics objects and or destructible objects.
C++ Source:
Module: Engine
File: RadialForceComponent.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.destructible_damage
(float): [Read-Write] If > 0.f, will cause damage to destructible meshes as welldetail_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 classfalloff
(RadialImpulseFalloff): [Read-Write] How the force or impulse should fall off as object are further away from the centerforce_strength
(float): [Read-Write] How strong the force should behidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.ignore_owning_actor
(bool): [Read-Write] If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.impulse_strength
(float): [Read-Write] How strong the impulse should beimpulse_vel_change
(bool): [Read-Write] If true, the impulse will ignore mass of objects and will always result in a fixed velocity changeis_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.object_types_to_affect
(Array(ObjectTypeQuery)): [Read-Write] The object types that are affected by this radial forceon_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 Componentradius
(float): [Read-Write] The radius to apply the force or impulse inrelative_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()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.
- add_object_type_to_affect(object_type) → None¶
Add an object type for this radial force to affect
- Parameters
object_type (ObjectTypeQuery) –
- property destructible_damage¶
[Read-Write] If > 0.f, will cause damage to destructible meshes as well
- Type
(float)
- property falloff¶
[Read-Write] How the force or impulse should fall off as object are further away from the center
- Type
- property ignore_owning_actor¶
[Read-Write] If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.
- Type
(bool)
- property impulse_vel_change¶
[Read-Write] If true, the impulse will ignore mass of objects and will always result in a fixed velocity change
- Type
(bool)
- remove_object_type_to_affect(object_type) → None¶
Remove an object type that is affected by this radial force
- Parameters
object_type (ObjectTypeQuery) –