unreal.AnimNode_AnimDynamics

class unreal.AnimNode_AnimDynamics(component_pose=[], lod_threshold=-1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], linear_damping_override=0.0, angular_damping_override=0.0, gravity_scale=1.0, gravity_override=[0.0, 0.0, 0.0], linear_spring_constant=0.0, angular_spring_constant=0.0, angular_bias_override=0.0, simulation_space=AnimPhysSimSpaceType.COMPONENT, use_gravity_override=False)

Bases: unreal.AnimNode_SkeletalControlBase

Anim Node Anim Dynamics

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_AnimDynamics.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the skeletal control
  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend
  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled
  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name
  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type
  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias
  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp
  • angular_bias_override (float): [Read-Write] Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are “catching-up” with the mesh, if that’s the case override this and push it towards 1.0f until it settles correctly
  • angular_damping_override (float): [Read-Write] Overridden angular damping value
  • angular_spring (bool): [Read-Write] If true the body will attempt to align itself with the specified angular target
  • angular_spring_constant (float): [Read-Write] Spring constant to use when calculating angular springs, higher values mean a stronger spring
  • bound_bone (BoneReference): [Read-Write] The bone to attach the physics body to, if bChain is true this is the top of the chain
  • box_extents (Vector): [Read-Write] Extents of the box to use for simulation
  • chain (bool): [Read-Write] Set to true to use the solver to simulate a connected chain
  • chain_end (BoneReference): [Read-Write] If bChain is true this is the bottom of the chain, otherwise ignored
  • collision_type (AnimPhysCollisionType): [Read-Write] Resolution method for planar limits
  • component_applied_linear_acc_clamp (Vector): [Read-Write] When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.
  • component_linear_acc_scale (Vector): [Read-Write] When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.
  • component_linear_vel_scale (Vector): [Read-Write] When using non-world-space sim, this applies a ‘drag’ to the bodies in the local space simulation, based on the components world-space velocity.
  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link
  • constraint_setup (AnimPhysConstraintSetup): [Read-Write] Data describing the constraints we will apply to the body
  • do_eval (bool): [Read-Write] If true we will perform bone transform evaluation, otherwise skip - allows visualisation of the initial anim state compared to the physics sim
  • do_update (bool): [Read-Write] If true we will perform physics update, otherwise skip - allows visualisation of the initial state of the bodies
  • enable_wind (bool): [Read-Write] Whether or not wind is enabled for the bodies in this simulation
  • external_force (Vector): [Read-Write] An external force to apply to all bodies in the simulation when ticked, specified in world space
  • gravity_override (Vector): [Read-Write] Gravity Override Value
  • gravity_scale (float): [Read-Write] Scale for gravity, higher values increase forces due to gravity
  • linear_damping_override (float): [Read-Write] Overridden linear damping value
  • linear_spring (bool): [Read-Write] If true the body will attempt to spring back to its initial position
  • linear_spring_constant (float): [Read-Write] Spring constant to use when calculating linear springs, higher values mean a stronger spring.
  • local_joint_offset (Vector): [Read-Write] Vector relative to the body being simulated to attach the constraint to
  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited
  • num_solver_iterations_post_update (int32): [Read-Write] Number of update passes on the linear and angular limits after we solve the position of the bodies, recommended to be around a quarter of NumSolverIterationsPreUpdate
  • num_solver_iterations_pre_update (int32): [Read-Write] Number of update passes on the linear and angular limits before we solve the position of the bodies recommended to be four times the value of NumSolverIterationsPostUpdate
  • override_angular_bias (bool): [Read-Write] If true, the override value will be used for the angular bias for bodies in this node. Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are “catching-up” with the mesh, if that’s the case override this and push it towards 1.0f until it settles correctly
  • override_angular_damping (bool): [Read-Write] If true, the override value will be used for angular damping
  • override_linear_damping (bool): [Read-Write] If true, the override value will be used for linear damping
  • planar_limits (Array(AnimPhysPlanarLimit)): [Read-Write] List of available planar limits for this node
  • relative_space_bone (BoneReference): [Read-Write] When in BoneRelative sim space, the simulation will use this bone as the origin
  • simulation_space (AnimPhysSimSpaceType): [Read-Write] The space used to run the simulation
  • sphere_collision_radius (float): [Read-Write] Radius to use if CollisionType is set to CustomSphere
  • spherical_limits (Array(AnimPhysSphericalLimit)): [Read-Write] List of available spherical limits for this node
  • use_gravity_override (bool): [Read-Write] Use gravity override value vs gravity scale
  • use_planar_limit (bool): [Read-Write] Whether to evaluate planar limits
  • use_spherical_limits (bool): [Read-Write] Whether to evaluate spherical limits
  • wind_scale (float): [Read-Write] Scale to apply to calculated wind velocities in the solver
angular_bias_override

(float) – [Read-Write] Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are “catching-up” with the mesh, if that’s the case override this and push it towards 1.0f until it settles correctly

angular_damping_override

(float) – [Read-Write] Overridden angular damping value

angular_spring_constant

(float) – [Read-Write] Spring constant to use when calculating angular springs, higher values mean a stronger spring

gravity_override

(Vector) – [Read-Write] Gravity Override Value

gravity_scale

(float) – [Read-Write] Scale for gravity, higher values increase forces due to gravity

linear_damping_override

(float) – [Read-Write] Overridden linear damping value

linear_spring_constant

(float) – [Read-Write] Spring constant to use when calculating linear springs, higher values mean a stronger spring.

simulation_space

(AnimPhysSimSpaceType) – [Read-Write] The space used to run the simulation

use_gravity_override

(bool) – [Read-Write] Use gravity override value vs gravity scale