unreal.PredictProjectilePathParams

class unreal.PredictProjectilePathParams(start_location=[0.0, 0.0, 0.0], launch_velocity=[1.0, 0.0, 0.0], trace_with_collision=False, projectile_radius=0.0, max_sim_time=1.0, trace_with_channel=True, trace_channel=CollisionChannel.ECC_WORLD_STATIC, object_types=[], actors_to_ignore=[], sim_frequency=20.0, override_gravity_z=0.0, draw_debug_type=DrawDebugTrace.NONE, draw_debug_time=1.0, trace_complex=False)

Bases: unreal.StructBase

Input parameters to PredictProjectilePath functions.

C++ Source:

  • Module: Engine
  • File: GameplayStaticsTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actors_to_ignore (Array(Actor)): [Read-Write] Actors to ignore when tracing with collision.
  • draw_debug_time (float): [Read-Write] Duration of debug lines (only relevant for DrawDebugType::Duration)
  • draw_debug_type (DrawDebugTrace): [Read-Write] Debug drawing duration option.
  • launch_velocity (Vector): [Read-Write] Initial launch velocity at the start of the trace.
  • max_sim_time (float): [Read-Write] Maximum simulation time for the virtual projectile.
  • object_types (Array(ObjectTypeQuery)): [Read-Write] Object type to use, if tracing with collision.
  • override_gravity_z (float): [Read-Write] Optional override of Gravity (if 0, uses WorldGravityZ).
  • projectile_radius (float): [Read-Write] Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.
  • sim_frequency (float): [Read-Write] Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.
  • start_location (Vector): [Read-Write] Location of the start of the trace.
  • trace_channel (CollisionChannel): [Read-Write] Trace channel to use, if tracing with collision.
  • trace_complex (bool): [Read-Write] Trace against complex collision (triangles rather than simple primitives) if tracing with collision.
  • trace_with_channel (bool): [Read-Write] Whether or not to use TraceChannel, if tracing with collision.
  • trace_with_collision (bool): [Read-Write] Whether to trace along the path looking for blocking collision and stopping at the first hit.
actors_to_ignore

(Array(Actor)) – [Read-Write] Actors to ignore when tracing with collision.

draw_debug_time

(float) – [Read-Write] Duration of debug lines (only relevant for DrawDebugType::Duration)

draw_debug_type

(DrawDebugTrace) – [Read-Write] Debug drawing duration option.

launch_velocity

(Vector) – [Read-Write] Initial launch velocity at the start of the trace.

max_sim_time

(float) – [Read-Write] Maximum simulation time for the virtual projectile.

object_types

(Array(ObjectTypeQuery)) – [Read-Write] Object type to use, if tracing with collision.

override_gravity_z

(float) – [Read-Write] Optional override of Gravity (if 0, uses WorldGravityZ).

projectile_radius

(float) – [Read-Write] Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.

sim_frequency

(float) – [Read-Write] Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.

start_location

(Vector) – [Read-Write] Location of the start of the trace.

trace_channel

(CollisionChannel) – [Read-Write] Trace channel to use, if tracing with collision.

trace_complex

(bool) – [Read-Write] Trace against complex collision (triangles rather than simple primitives) if tracing with collision.

trace_with_channel

(bool) – [Read-Write] Whether or not to use TraceChannel, if tracing with collision.

trace_with_collision

(bool) – [Read-Write] Whether to trace along the path looking for blocking collision and stopping at the first hit.