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 mesh

  • limb_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:

(PhysicsControlModifierData)

property character_actor: Actor

[Read-Write] The owner of the character skeletal mesh

Type:

(Actor)

property limb_setup_data: None

[Read-Write]

Type:

(Array[PhysicsControlLimbSetupData])

property parent_space_control_data: PhysicsControlData

[Read-Write]

Type:

(PhysicsControlData)

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:

(PhysicsControlData)