unreal.MotorPhysicsSimComponent
¶
- class unreal.MotorPhysicsSimComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AudioMotorSimComponent
Uses throttle input to run a physics simulation to drive RPM and shift gears when needed
C++ Source:
Plugin: AudioMotorSim
Module: AudioMotorSimStandardComponents
File: MotorPhysicsSimComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
always_downshift_to_zeroth_gear
(bool): [Read-Write]asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.braking_horse_power
(float): [Read-Write]cached_input
(AudioMotorSimInputContext): [Read-Write] Input data after running this componentcached_runtime_info
(AudioMotorSimRuntimeContext): [Read-Write] runtime info after running this componentcan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationclutched_decel_scale
(float): [Read-Write] how much more quickly the engine decelerates off-throttle while clutchedclutched_force_modifier
(float): [Read-Write]clutched_gear_ratio
(float): [Read-Write]component_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.down_shift_start_rpm
(float): [Read-Write]editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenabled
(bool): [Read-Write] will only update if enabledengine_friction
(float): [Read-Write] How much of the torque is loss due to engine frictionengine_gear_ratio
(float): [Read-Write]engine_torque
(float): [Read-Write]gear_ratios
(Array[float]): [Read-Write]ground_friction
(float): [Read-Write] Coefficient of Rolling Resistanceinfinite_gear_ratio
(float): [Read-Write] how much to scale gear ratio per gear past the max gearis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_gear_changed_event
(OnGearChanged): [Read-Write]primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!rpm_interp_speed
(float): [Read-Write]throttle_interpolation_time
(float): [Read-Write]up_shift_max_rpm
(float): [Read-Write]use_infinite_gears
(bool): [Read-Write]weight
(float): [Read-Write]wind_resistance_per_velocity
(float): [Read-Write]
- property clutched_decel_scale: float¶
[Read-Write] how much more quickly the engine decelerates off-throttle while clutched
- Type:
(float)
- property engine_friction: float¶
[Read-Write] How much of the torque is loss due to engine friction
- Type:
(float)
- property infinite_gear_ratio: float¶
[Read-Write] how much to scale gear ratio per gear past the max gear
- Type:
(float)
- property on_gear_changed_event: OnGearChanged¶
[Read-Write]
- Type: