unreal.VehicleWheel

class unreal.VehicleWheel(outer=None, name='None')

Bases: unreal.Object

Vehicle Wheel

C++ Source:

  • Plugin: PhysXVehicles

  • Module: PhysXVehicles

  • File: VehicleWheel.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affected_by_handbrake (bool): [Read-Write] Affected by Handbrake: Whether handbrake should affect this wheel

  • auto_adjust_collision_size (bool): [Read-Write] Auto Adjust Collision Size: If true, ShapeRadius and ShapeWidth will be used to automatically scale collision taken from CollisionMesh to match wheel size. If false, size of CollisionMesh won’t be changed. Use if you want to scale wheels manually.

  • collision_mesh (StaticMesh): [Read-Write] Collision Mesh: Static mesh with collision setup for wheel, will be used to create wheel shape (if empty, sphere will be added as wheel shape, check bDontCreateShape flag)

  • damping_rate (float): [Read-Write] Damping Rate: Damping rate for this wheel (Kgm^2/s)

  • dont_create_shape (bool): [Read-Write] Dont Create Shape: If set, shape won’t be created, but mapped from chassis mesh

  • lat_stiff_max_load (float): [Read-Write] Lat Stiff Max Load: Max normalized tire load at which the tire can deliver no more lateral stiffness no matter how much extra load is applied to the tire.

  • lat_stiff_value (float): [Read-Write] Lat Stiff Value: How much lateral stiffness to have given lateral slip

  • long_stiff_value (float): [Read-Write] Long Stiff Value: How much longitudinal stiffness to have given longitudinal slip

  • mass (float): [Read-Write] Mass: Mass of this wheel

  • max_brake_torque (float): [Read-Write] Max Brake Torque: max brake torque for this wheel (Nm)

  • max_hand_brake_torque (float): [Read-Write] Max Hand Brake Torque: Max handbrake brake torque for this wheel (Nm). A handbrake should have a stronger brake torque than the brake. This will be ignored for wheels that are not affected by the handbrake.

  • offset (Vector): [Read-Write] Offset: If BoneName is specified, offset the wheel from the bone’s location. Otherwise this offsets the wheel from the vehicle’s origin.

  • shape_radius (float): [Read-Write] Shape Radius: Radius of the wheel

  • shape_width (float): [Read-Write] Shape Width: Width of the wheel

  • steer_angle (float): [Read-Write] Steer Angle: steer angle in degrees for this wheel

  • suspension_damping_ratio (float): [Read-Write] Suspension Damping Ratio: The rate at which energy is dissipated from the spring. Standard cars have values between 0.8 and 1.2. values < 1 are more sluggish, values > 1 or more twitchy

  • suspension_force_offset (float): [Read-Write] Suspension Force Offset: Vertical offset from where suspension forces are applied (along Z-axis)

  • suspension_max_drop (float): [Read-Write] Suspension Max Drop: How far the wheel can drop below the resting position

  • suspension_max_raise (float): [Read-Write] Suspension Max Raise: How far the wheel can go above the resting position

  • suspension_natural_frequency (float): [Read-Write] Suspension Natural Frequency: Oscillation frequency of suspension. Standard cars have values between 5 and 10

  • sweep_type (WheelSweepType): [Read-Write] Sweep Type: Whether wheel suspension considers simple, complex, or both

  • tire_config (TireConfig): [Read-Write] Tire Config: Tire type for the wheel. Determines friction

get_rotation_angle() float

Get Rotation Angle

Return type

float

get_steer_angle() float

Get Steer Angle

Return type

float

get_suspension_offset() float

Get Suspension Offset

Return type

float

is_in_air() bool

Is in Air

Return type

bool