unreal.Spring¶
- class unreal.Spring(local_position: Vector = Ellipsis, local_direction: Vector = Ellipsis, trace_channel: CollisionChannel = Ellipsis, stiffness: float = 0.0, damping_strength: float = 0.0, raycast_length: float = 0.0, natural_length: float = 0.0)¶
Bases:
StructBaseC++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: Springs.h
Editor Properties: (see get_editor_property/set_editor_property)
damping_strength(float): [Read-Write] Strength of damping term.local_direction(Vector): [Read-Write] Direction of spring force applied to body.local_position(Vector): [Read-Write] Position of spring relative to actor, raycast starts here and force is applied at this position.natural_length(float): [Read-Write] Natural length of spring when it is not stretched/compressed.raycast_length(float): [Read-Write] Lenght of raycast.stiffness(float): [Read-Write] Strength of spring force.trace_channel(CollisionChannel): [Read-Write] Trace channel of raycast
- property local_direction: Vector¶
[Read-Write] Direction of spring force applied to body.
- Type:
(Vector)
- property local_position: Vector¶
[Read-Write] Position of spring relative to actor, raycast starts here and force is applied at this position.
- Type:
(Vector)
- property natural_length: float¶
[Read-Write] Natural length of spring when it is not stretched/compressed.
- Type:
(float)
- property trace_channel: CollisionChannel¶
[Read-Write] Trace channel of raycast
- Type: