unreal.RevLimiterMotorSimComponent
¶
- class unreal.RevLimiterMotorSimComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AudioMotorSimComponent
Temporarily cuts throttle and reduces RPM when drifting or in the air
C++ Source:
Plugin: AudioMotorSim
Module: AudioMotorSimStandardComponents
File: RevLimiterMotorSimComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
air_max_throttle_time
(float): [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.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 navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.decel_scale
(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 enabledis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildslimit_time
(float): [Read-Write]limiter_max_rpm
(float): [Read-Write]on_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_rev_limiter_hit
(OnRevLimiterHit): [Read-Write]on_rev_limiter_state_changed
(OnRevLimiterStateChanged): [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!side_speed_threshold
(float): [Read-Write]
- property on_rev_limiter_hit: OnRevLimiterHit¶
[Read-Write]
- Type:
- property on_rev_limiter_state_changed: OnRevLimiterStateChanged¶
[Read-Write]
- Type: