unreal.AnimNode_RigidBody

class unreal.AnimNode_RigidBody(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])

Bases: unreal.AnimNode_SkeletalControlBase

Controller that simulates physics based on the physics asset of the skeletal mesh component

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_RigidBody.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
  • base_bone_ref (BoneReference): [Read-Write] Matters if SimulationSpace is BaseBone
  • cached_bounds_scale (float): [Read-Write] Scale of cached bounds (vs. actual bounds). Increasing this may improve performance, but overlaps may not work as well. (A value of 1.0 effectively disables cached bounds).
  • clamp_linear_translation_limit_to_ref_pose (bool): [Read-Write] Correct for linear tearing on bodies with all axes Locked. This only works if all axes linear translation are locked
  • 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
  • enable_world_geometry (bool): [Read-Write] Enable World Geometry
  • external_force (Vector): [Read-Write] Applies a uniform external force in world space. This allows for easily faking inertia of movement while still simulating in component space for example
  • force_disable_collision_between_constraint_bodies (bool): [Read-Write] Whether to allow collisions between two bodies joined by a constraint
  • freeze_incoming_pose_on_start (bool): [Read-Write] When simulation starts, freeze incoming pose. This is useful for ragdolls, when we want the simulation to take over. It prevents non simulated bones from animating.
  • 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
  • overlap_channel (CollisionChannel): [Read-Write] The channel we use to find static geometry to collide with
  • override_physics_asset (PhysicsAsset): [Read-Write] Physics asset to use. If empty use the skeletal mesh’s default physics asset
  • override_world_gravity (Vector): [Read-Write] Override gravity
  • override_world_gravity (bool): [Read-Write] Override World Gravity
  • simulation_space (SimulationSpace): [Read-Write] What space to simulate the bodies in. This affects how velocities are generated
  • transfer_bone_velocities (bool): [Read-Write] When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless.