unreal.BuoyancyEventInterface
¶
- class unreal.BuoyancyEventInterface(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Interface
Buoyancy Event Interface
C++ Source:
Plugin: Buoyancy
Module: Buoyancy
File: BuoyancyEventInterface.h
- on_surface_touch_begin(water_body_actor, water_component, submerged_component, submerged_volume, submerged_center_of_mass, submerged_velocity) None ¶
Called when part of a submerged simulated actor first comes in contact with a water surface. This can be called for multiple parts of a complex body.
- Parameters:
water_body_actor (WaterBody) –
water_component (PrimitiveComponent) –
submerged_component (PrimitiveComponent) –
submerged_volume (float) –
submerged_center_of_mass (Vector) –
submerged_velocity (Vector) –
- on_surface_touch_end(water_body_actor, water_component, submerged_component, submerged_volume, submerged_center_of_mass, submerged_velocity) None ¶
Called when a submerged body loses contact with all water surfaces. This can result from total submersion or from coming completely out of water.
- Parameters:
water_body_actor (WaterBody) –
water_component (PrimitiveComponent) –
submerged_component (PrimitiveComponent) –
submerged_volume (float) –
submerged_center_of_mass (Vector) –
submerged_velocity (Vector) –
- on_surface_touching(water_body_actor, water_component, submerged_component, submerged_volume, submerged_center_of_mass, submerged_velocity) None ¶
Called continually while objects maintain contact with a water surface. May be called multiple times for different parts of an object.
- Parameters:
water_body_actor (WaterBody) –
water_component (PrimitiveComponent) –
submerged_component (PrimitiveComponent) –
submerged_volume (float) –
submerged_center_of_mass (Vector) –
submerged_velocity (Vector) –