unreal.RigUnit_SphereTraceWorld
¶
- class unreal.RigUnit_SphereTraceWorld(start: Vector = Ellipsis, end: Vector = Ellipsis, channel: CollisionChannel = 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
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_WorldCollision.h
Editor Properties: (see get_editor_property/set_editor_property)
channel
(CollisionChannel): [Read-Write] The ‘channel’ that this trace is in, used to determine which components to hitend
(Vector): [Read-Write] End of the trace in rig / global spacehit
(bool): [Read-Write] Returns true if there was a hithit_location
(Vector): [Read-Write] Hit location in rig / global Spacehit_normal
(Vector): [Read-Write] Hit normal in rig / global Spaceradius
(float): [Read-Write] Radius of the sphere to use for sweeping / tracingstart
(Vector): [Read-Write] Start of the trace in rig / global space
- property channel: CollisionChannel¶
[Read-Write] The ‘channel’ that this trace is in, used to determine which components to hit
- Type: