unreal.RigUnit_SphereTraceByProfile

class unreal.RigUnit_SphereTraceByProfile(start: Vector = Ellipsis, end: Vector = Ellipsis, radius: float = 0.0, profile_name: Name = 'None', hit: bool = False, hit_location: Vector = Ellipsis, hit_normal: Vector = Ellipsis)

Bases: RigUnit

Performs a sphere trace against the world and return the first blocking hit. The trace is filtered by specifying a collision profile.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_WorldCollision.h

Editor Properties: (see get_editor_property/set_editor_property)

  • end (Vector): [Read-Write] End of the trace in rig / global space

  • hit (bool): [Read-Write] Returns true if there was a hit

  • hit_location (Vector): [Read-Write] Hit location in rig / global Space

  • hit_normal (Vector): [Read-Write] Hit normal in rig / global Space

  • profile_name (Name): [Read-Write] The profile to use

  • radius (float): [Read-Write] Radius of the sphere to use for sweeping / tracing

  • start (Vector): [Read-Write] Start of the trace in rig / global space

property end: Vector

[Read-Write] End of the trace in rig / global space

Type:

(Vector)

property hit: bool

[Read-Only] Returns true if there was a hit

Type:

(bool)

property hit_location: Vector

[Read-Only] Hit location in rig / global Space

Type:

(Vector)

property hit_normal: Vector

[Read-Only] Hit normal in rig / global Space

Type:

(Vector)

property profile_name: Name

[Read-Write] The profile to use

Type:

(Name)

property radius: float

[Read-Write] Radius of the sphere to use for sweeping / tracing

Type:

(float)

property start: Vector

[Read-Write] Start of the trace in rig / global space

Type:

(Vector)