unreal.SphericalPontoon

class unreal.SphericalPontoon(center_socket: Name = 'None', relative_location: Vector = Ellipsis, radius: float = 0.0, fx_enabled: bool = False, local_force: Vector = Ellipsis, center_location: Vector = Ellipsis, socket_rotation: Quat = Ellipsis, offset: Vector = Ellipsis, water_height: float = 0.0, water_depth: float = 0.0, immersion_depth: float = 0.0, water_plane_location: Vector = Ellipsis, water_plane_normal: Vector = Ellipsis, water_surface_position: Vector = Ellipsis, water_velocity: Vector = Ellipsis, water_body_index: int = 0, is_in_water: bool = False, current_water_body_component: WaterBodyComponent = Ellipsis)

Bases: StructBase

Spherical Pontoon

C++ Source:

  • Plugin: Water

  • Module: Water

  • File: BuoyancyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • center_location (Vector): [Read-Write]

  • center_socket (Name): [Read-Write] The socket to center this pontoon on. Also used as the name of the pontoon for effects

  • current_water_body_component (WaterBodyComponent): [Read-Write]

  • fx_enabled (bool): [Read-Write] Should this pontoon be considered as a candidate location for visual/audio effects upon entering water for burst cues? To be implemented by user

  • immersion_depth (float): [Read-Write]

  • is_in_water (bool): [Read-Write]

  • local_force (Vector): [Read-Write]

  • offset (Vector): [Read-Write]

  • radius (float): [Read-Write] The radius of the pontoon

  • relative_location (Vector): [Read-Write] Relative Location of pontoon WRT parent actor. Overridden by Center Socket.

  • socket_rotation (Quat): [Read-Write]

  • water_body_index (int32): [Read-Write]

  • water_depth (float): [Read-Write]

  • water_height (float): [Read-Write]

  • water_plane_location (Vector): [Read-Write]

  • water_plane_normal (Vector): [Read-Write]

  • water_surface_position (Vector): [Read-Write]

  • water_velocity (Vector): [Read-Write]

property center_location: Vector

[Read-Only]

Type:

(Vector)

property center_socket: Name

[Read-Only] The socket to center this pontoon on. Also used as the name of the pontoon for effects

Type:

(Name)

property current_water_body_component: WaterBodyComponent

[Read-Only]

Type:

(WaterBodyComponent)

property fx_enabled: bool

[Read-Only] Should this pontoon be considered as a candidate location for visual/audio effects upon entering water for burst cues? To be implemented by user

Type:

(bool)

property immersion_depth: float

[Read-Only]

Type:

(float)

property is_in_water: bool

[Read-Only]

Type:

(bool)

property local_force: Vector

[Read-Only]

Type:

(Vector)

property offset: Vector

[Read-Only]

Type:

(Vector)

property radius: float

[Read-Only] The radius of the pontoon

Type:

(float)

property relative_location: Vector

[Read-Only] Relative Location of pontoon WRT parent actor. Overridden by Center Socket.

Type:

(Vector)

property socket_rotation: Quat

[Read-Only]

Type:

(Quat)

property water_body_index: int

[Read-Only]

Type:

(int32)

property water_depth: float

[Read-Only]

Type:

(float)

property water_height: float

[Read-Only]

Type:

(float)

property water_plane_location: Vector

[Read-Only]

Type:

(Vector)

property water_plane_normal: Vector

[Read-Only]

Type:

(Vector)

property water_surface_position: Vector

[Read-Only]

Type:

(Vector)

property water_velocity: Vector

[Read-Only]

Type:

(Vector)