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] Whether handbrake should affect this wheelauto_adjust_collision_size
(bool): [Read-Write] 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] 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 for this wheel (Kgm^2/s)dont_create_shape
(bool): [Read-Write] If set, shape won’t be created, but mapped from chassis meshlat_stiff_max_load
(float): [Read-Write] 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] How much lateral stiffness to have given lateral sliplong_stiff_value
(float): [Read-Write] How much longitudinal stiffness to have given longitudinal slipmass
(float): [Read-Write] Mass of this wheelmax_brake_torque
(float): [Read-Write] max brake torque for this wheel (Nm)max_hand_brake_torque
(float): [Read-Write] 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] 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] Radius of the wheelshape_width
(float): [Read-Write] Width of the wheelsteer_angle
(float): [Read-Write] steer angle in degrees for this wheelsuspension_damping_ratio
(float): [Read-Write] 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 twitchysuspension_force_offset
(float): [Read-Write] Vertical offset from where suspension forces are applied (along Z-axis)suspension_max_drop
(float): [Read-Write] How far the wheel can drop below the resting positionsuspension_max_raise
(float): [Read-Write] How far the wheel can go above the resting positionsuspension_natural_frequency
(float): [Read-Write] Oscillation frequency of suspension. Standard cars have values between 5 and 10sweep_type
(WheelSweepType): [Read-Write] Whether wheel suspension considers simple, complex, or bothtire_config
(TireConfig): [Read-Write] Tire type for the wheel. Determines friction