unreal.KTaperedCapsuleElem

class unreal.KTaperedCapsuleElem

Bases: unreal.KShapeElem

Capsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ.

C++ Source:

  • Module: Engine
  • File: TaperedCapsuleElem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • center (Vector): [Read-Write] Position of the capsule’s origin
  • contribute_to_mass (bool): [Read-Write] True if this shape should contribute to the overall mass of the body it
    belongs to. This lets you create extra collision volumes which do not affect the mass properties of an object.
  • length (float): [Read-Write] Length of line-segment. Add Radius0 and Radius 1 to find total length.
  • name (Name): [Read-Write] User-defined name for this shape
  • radius0 (float): [Read-Write] Radius of the capsule start point
  • radius1 (float): [Read-Write] Radius of the capsule end point
  • rest_offset (float): [Read-Write] Offset used when generating contact points. This allows you to smooth out
    the Minkowski sum by radius R. Useful for making objects slide smoothly on top of irregularities
  • rotation (Rotator): [Read-Write] Rotation of the capsule