unreal.PCGWorldRayHitQueryParams

class unreal.PCGWorldRayHitQueryParams(ignore_pcg_hits: bool = False, ignore_self_hits: bool = False, collision_channel: CollisionChannel = Ellipsis, trace_complex: bool = False, actor_tag_filter: PCGWorldQueryFilterByTag = Ellipsis, actor_tags_list: str = '', ignore_landscape_hits: bool = False, get_reference_to_actor_hit: bool = False, override_default_params: bool = False, ray_origin: Vector = Ellipsis, ray_direction: Vector = Ellipsis, ray_length: float = 0.0, apply_metadata_from_landscape: bool = False, get_reference_to_physical_material: bool = False)

Bases: PCGWorldCommonQueryParams

PCGWorld Ray Hit Query Params

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGWorldData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_tag_filter (PCGWorldQueryFilterByTag): [Read-Write]

  • actor_tags_list (str): [Read-Write]

  • apply_metadata_from_landscape (bool): [Read-Write] TODO: see in FCollisionQueryParams if there are some flags we want to expose examples: bReturnFaceIndex, bReturnPhysicalMaterial, some ignore patterns

  • collision_channel (CollisionChannel): [Read-Write]

  • get_reference_to_actor_hit (bool): [Read-Write]

  • get_reference_to_physical_material (bool): [Read-Write]

  • ignore_landscape_hits (bool): [Read-Write]

  • ignore_pcg_hits (bool): [Read-Write] If true, will ignore hits/overlaps on content created from PCG.

  • ignore_self_hits (bool): [Read-Write]

  • override_default_params (bool): [Read-Write] Set ray parameters including origin, direction and length explicitly rather than deriving these from the generating actor bounds.

  • ray_direction (Vector): [Read-Write]

  • ray_length (double): [Read-Write]

  • ray_origin (Vector): [Read-Write]

  • trace_complex (bool): [Read-Write] Queries against complex collision if enabled, performance warning

property apply_metadata_from_landscape: bool

see in FCollisionQueryParams if there are some flags we want to expose examples: bReturnFaceIndex, bReturnPhysicalMaterial, some ignore patterns

Type:

(bool)

Type:

[Read-Write] TODO

property get_reference_to_physical_material: bool

[Read-Write]

Type:

(bool)

property override_default_params: bool

[Read-Write] Set ray parameters including origin, direction and length explicitly rather than deriving these from the generating actor bounds.

Type:

(bool)

property ray_direction: Vector

[Read-Write]

Type:

(Vector)

property ray_length: float

[Read-Write]

Type:

(double)

property ray_origin: Vector

[Read-Write]

Type:

(Vector)