unreal.RigUnit_SphereTraceByTraceChannel
¶
- class unreal.RigUnit_SphereTraceByTraceChannel(start: Vector = Ellipsis, end: Vector = Ellipsis, trace_channel: TraceTypeQuery = Ellipsis, 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 using a specific channel. Target objects can have different object types, but they need to have the same trace channel set to “block” in their collision response settings. You can create custom trace channels 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 Spaceradius
(float): [Read-Write] Radius: Radius of the sphere to use for sweeping / tracingstart
(Vector): [Read-Write] Start: Start of the trace in rig / global spacetrace_channel
(TraceTypeQuery): [Read-Write] Trace Channel: The ‘channel’ that this trace is in, used to determine which components to hit
- 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 radius: float¶
[Read-Write] Radius: Radius of the sphere to use for sweeping / tracing
- Type:
(float)
- property trace_channel: TraceTypeQuery¶
[Read-Write] Trace Channel: The ‘channel’ that this trace is in, used to determine which components to hit
- Type: