unreal.InitialCharacterControls
¶
- class unreal.InitialCharacterControls(character_actor: Actor = Ellipsis, skeletal_mesh_component_name: Name = 'None', limb_setup_data: None = [], world_space_control_data: PhysicsControlData = Ellipsis, parent_space_control_data: PhysicsControlData = Ellipsis, body_modifier_data: PhysicsControlModifierData = Ellipsis)¶
Bases:
StructBase
Structure that holds the data necessary to set up a default set of limb controls for a character
C++ Source:
Plugin: PhysicsControl
Module: PhysicsControl
File: PhysicsControlActor.h
Editor Properties: (see get_editor_property/set_editor_property)
body_modifier_data
(PhysicsControlModifierData): [Read-Write]character_actor
(Actor): [Read-Write] The owner of the character skeletal meshlimb_setup_data
(Array[PhysicsControlLimbSetupData]): [Read-Write]parent_space_control_data
(PhysicsControlData): [Read-Write]skeletal_mesh_component_name
(Name): [Read-Write] The skeletal mesh that will have controls set up. If this is blank but there is an actor, then we’ll attempt to use the root component.world_space_control_data
(PhysicsControlData): [Read-Write]
- property body_modifier_data: PhysicsControlModifierData¶
[Read-Write]
- Type:
- property character_actor: Actor¶
[Read-Write] The owner of the character skeletal mesh
- Type:
(Actor)
- property parent_space_control_data: PhysicsControlData¶
[Read-Write]
- Type:
- property skeletal_mesh_component_name: Name¶
[Read-Write] The skeletal mesh that will have controls set up. If this is blank but there is an actor, then we’ll attempt to use the root component.
- Type:
(Name)
- property world_space_control_data: PhysicsControlData¶
[Read-Write]
- Type: