unreal.BuoyancyData
¶
- class unreal.BuoyancyData(pontoons: None = [], center_pontoons_on_com: bool = False)¶
Bases:
StructBase
Buoyancy Data
C++ Source:
Plugin: Water
Module: Water
File: BuoyancyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_current_when_moving_fast_upstream
(bool): [Read-Write] Apply the current when moving at high speeds upstream. Disable for vehicles to have more controlalways_allow_lateral_push
(bool): [Read-Write] Allow an object to be pushed laterally regardless of the forward movement speed through the riverangular_drag_coefficient
(float): [Read-Write] Coefficient for applying angular drag that resists the rotation of the objectapply_downstream_angular_rotation
(bool): [Read-Write] Apply torque to align the object along the downstream direction of the riverapply_drag_forces_in_water
(bool): [Read-Write]apply_river_forces
(bool): [Read-Write] Whether we should apply river forces such as downstream push and shore pushbuoyancy_coefficient
(float): [Read-Write] Increases buoyant force applied on each pontoon.buoyancy_damp
(float): [Read-Write] Damping factor to scale damping based on Z velocity.buoyancy_damp2
(float): [Read-Write] Second Order Damping factor to scale damping based on Z velocity.buoyancy_ramp_max
(float): [Read-Write] Maximum value that buoyancy can ramp to (at or beyond max velocity).buoyancy_ramp_max_velocity
(float): [Read-Write] Maximum velocity until which the buoyancy can ramp up.buoyancy_ramp_min_velocity
(float): [Read-Write] Minimum velocity to start applying a ramp to buoyancy.center_pontoons_on_com
(bool): [Read-Write] If true, center pontoons around center of mass when using relative locations(not used when pontoon locations are specified via sockets)
downstream_axis_of_rotation
(Vector): [Read-Write] The axis with respect to the object that the downstream angular rotation should be aligneddownstream_max_acceleration
(float): [Read-Write] Maximum torque to apply per update for downstream rotationdownstream_rotation_angular_damping
(float): [Read-Write] Damping of the spring used to align the object along the downstream directiondownstream_rotation_stiffness
(float): [Read-Write] Stiffness of the spring used to align the object along the downstream directiondownstream_rotation_strength
(float): [Read-Write] Strength of the downstream angular rotation applicationdrag_coefficient
(float): [Read-Write] Coefficient for applying linear drag based on speeddrag_coefficient2
(float): [Read-Write] Coefficient for applying linear drag based on the square of the speedmax_buoyant_force
(float): [Read-Write] Maximum buoyant force in the Up direction.max_drag_speed
(float): [Read-Write] Max speed for which drag force is appliedmax_shore_push_force
(float): [Read-Write] Maximum push force that can be applied by riverths towards the center or edge.max_water_force
(float): [Read-Write] Maximum push force that can be applied by rivers.pontoons
(Array[SphericalPontoon]): [Read-Write]river_pontoon_index
(int32): [Read-Write] Pontoon to calculate water forces from. Used to calculate lateral push/pull, to grab water velocity for main force calculations from for downstream calculation if possible.river_traversal_path_width
(float): [Read-Write] Path width along the inside of the river which the object should traversewater_shore_push_factor
(float): [Read-Write] Coefficient for nudging objects to shore in Rivers (for perf reasons). Or, set negative to push towards center of river.water_velocity_strength
(float): [Read-Write] Coefficient for applying push force in rivers.
- property center_pontoons_on_com: bool¶
[Read-Only] If true, center pontoons around center of mass when using relative locations (not used when pontoon locations are specified via sockets)
- Type:
(bool)