unreal.RigBoundRayCasts

class unreal.RigBoundRayCasts(enable_rig_bound_raycasts: bool = False, max_num_tests: int = 0, test_down_only: bool = False, test_range: float = 0.0, collision_channel: CollisionChannel = Ellipsis)

Bases: StructBase

Rig Bound Ray Casts

C++ Source:

  • Plugin: ChaosFlesh

  • Module: ChaosFleshEngine

  • File: ChaosDeformableGameplayComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • collision_channel (CollisionChannel): [Read-Write]

  • enable_rig_bound_raycasts (bool): [Read-Write]

  • environment_collisions_skip_list (Array[PrimitiveComponent]): [Read-Write] Objects to skip if hit during c DetectEnvironmentCollisions().

  • max_num_tests (int32): [Read-Write]

  • test_down_only (bool): [Read-Write]

  • test_range (float): [Read-Write]

property collision_channel: CollisionChannel

[Read-Write]

Type:

(CollisionChannel)

property enable_rig_bound_raycasts: bool

[Read-Write]

Type:

(bool)

property max_num_tests: int

[Read-Write]

Type:

(int32)

property test_down_only: bool

[Read-Write]

Type:

(bool)

property test_range: float

[Read-Write]

Type:

(float)