unreal.RadialForceComponent

class unreal.RadialForceComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: SceneComponent

Used to emit a radial force or impulse that can affect physics objects and or destructible objects.

C++ Source:

  • Module: Engine

  • File: RadialForceComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • destructible_damage (float): [Read-Write] If > 0.f, will cause damage to destructible meshes as well

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • falloff (RadialImpulseFalloff): [Read-Write] How the force or impulse should fall off as object are further away from the center

  • force_strength (float): [Read-Write] How strong the force should be

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • ignore_owning_actor (bool): [Read-Write] If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.

  • impulse_strength (float): [Read-Write] How strong the impulse should be

  • impulse_vel_change (bool): [Read-Write] If true, the impulse will ignore mass of objects and will always result in a fixed velocity change

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • object_types_to_affect (Array[ObjectTypeQuery]): [Read-Write] The object types that are affected by this radial force

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • radius (float): [Read-Write] The radius to apply the force or impulse in

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_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!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

add_object_type_to_affect(object_type) None

Add an object type for this radial force to affect

Parameters:

object_type (ObjectTypeQuery) –

property destructible_damage: float

[Read-Write] If > 0.f, will cause damage to destructible meshes as well

Type:

(float)

property falloff: RadialImpulseFalloff

[Read-Write] How the force or impulse should fall off as object are further away from the center

Type:

(RadialImpulseFalloff)

fire_impulse() None

Fire a single impulse

property force_strength: float

[Read-Write] How strong the force should be

Type:

(float)

property ignore_owning_actor: bool

[Read-Write] If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.

Type:

(bool)

property impulse_strength: float

[Read-Write] How strong the impulse should be

Type:

(float)

property impulse_vel_change: bool

[Read-Write] If true, the impulse will ignore mass of objects and will always result in a fixed velocity change

Type:

(bool)

property radius: float

[Read-Write] The radius to apply the force or impulse in

Type:

(float)

remove_object_type_to_affect(object_type) None

Remove an object type that is affected by this radial force

Parameters:

object_type (ObjectTypeQuery) –