unreal.RigUnit_SphereTraceByObjectTypes
¶
- class unreal.RigUnit_SphereTraceByObjectTypes(start: Vector = Ellipsis, end: Vector = Ellipsis, object_types: Array[ObjectTypeQuery] = [], radius: float = 0.0, hit: bool = False, hit_location: Vector = Ellipsis, hit_normal: Vector = Ellipsis)¶
Bases:
RigUnit
Sweeps a sphere against the world and return the first blocking hit. The trace is filtered by object types only, the collision response settings are ignored. You can create custom object types in Project Setting - Collision
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_WorldCollision.h
Editor Properties: (see get_editor_property/set_editor_property)
end
(Vector): [Read-Write] End: End of the trace in rig / global spacehit
(bool): [Read-Write] Hit: Returns true if there was a hithit_location
(Vector): [Read-Write] Hit Location: Hit location in rig / global Spacehit_normal
(Vector): [Read-Write] Hit Normal: Hit normal in rig / global Spaceobject_types
(Array[ObjectTypeQuery]): [Read-Write] Object Types: The types of objects that this trace can hitradius
(float): [Read-Write] Radius: Radius of the sphere to use for sweeping / tracingstart
(Vector): [Read-Write] Start: Start of the trace in rig / global space
- property hit_location: Vector¶
[Read-Only] Hit Location: Hit location in rig / global Space
- Type:
(Vector)
- property hit_normal: Vector¶
[Read-Only] Hit Normal: Hit normal in rig / global Space
- Type:
(Vector)
- property object_types: Array[ObjectTypeQuery]¶
[Read-Write] Object Types: The types of objects that this trace can hit
- Type: