unreal.InitialPhysicsControl

class unreal.InitialPhysicsControl(parent_actor: Actor = Ellipsis, parent_mesh_component_name: Name = 'None', parent_bone_name: Name = 'None', child_actor: Actor = Ellipsis, child_mesh_component_name: Name = 'None', child_bone_name: Name = 'None', control_data: PhysicsControlData = Ellipsis, control_multiplier: PhysicsControlMultiplier = Ellipsis, control_target: PhysicsControlTarget = Ellipsis)

Bases: StructBase

Structure that determines a Physics Control used during initialization of the physics control actor

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControl

  • File: PhysicsControlActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • child_actor (Actor): [Read-Write] The owner of the mesh that the control will be driving

  • child_bone_name (Name): [Read-Write] If the child mesh component is skeletal, then the name of the skeletal mesh bone that the control will be driving.

  • child_mesh_component_name (Name): [Read-Write] The mesh that the control will be driving. If this is blank but there is an actor, then we’ll attempt to use the root component

  • control_data (PhysicsControlData): [Read-Write] Strength and damping parameters. Can be modified at any time, but will sometimes have been set once during initialization

  • control_multiplier (PhysicsControlMultiplier): [Read-Write] Multiplier for the ControlData. This will typically be modified dynamically, and also expose the ability to set directional strengths

  • control_target (PhysicsControlTarget): [Read-Write] The position/orientation etc targets for the controls. These are procedural/explicit control targets - skeletal meshes have the option to use skeletal animation as well, in which case these targets are expressed as relative to that animation.

  • parent_actor (Actor): [Read-Write] The owner of the mesh that will be doing the driving. Blank/non-existent means it will happen in world space

  • parent_bone_name (Name): [Read-Write] If the parent mesh component is skeletal, then the name of the skeletal mesh bone that will be doing the driving.

  • parent_mesh_component_name (Name): [Read-Write] The mesh that will be doing the driving. If this is blank but there is an actor, then we’ll attempt to use the root component. If that doesn’t work then it will happen in world space.

property child_actor: Actor

[Read-Write] The owner of the mesh that the control will be driving

Type:

(Actor)

property child_bone_name: Name

[Read-Write] If the child mesh component is skeletal, then the name of the skeletal mesh bone that the control will be driving.

Type:

(Name)

property child_mesh_component_name: Name

[Read-Write] The mesh that the control will be driving. If this is blank but there is an actor, then we’ll attempt to use the root component

Type:

(Name)

property control_data: PhysicsControlData

[Read-Write] Strength and damping parameters. Can be modified at any time, but will sometimes have been set once during initialization

Type:

(PhysicsControlData)

property control_multiplier: PhysicsControlMultiplier

[Read-Write] Multiplier for the ControlData. This will typically be modified dynamically, and also expose the ability to set directional strengths

Type:

(PhysicsControlMultiplier)

property control_target: PhysicsControlTarget

[Read-Write] The position/orientation etc targets for the controls. These are procedural/explicit control targets - skeletal meshes have the option to use skeletal animation as well, in which case these targets are expressed as relative to that animation.

Type:

(PhysicsControlTarget)

property parent_actor: Actor

[Read-Write] The owner of the mesh that will be doing the driving. Blank/non-existent means it will happen in world space

Type:

(Actor)

property parent_bone_name: Name

[Read-Write] If the parent mesh component is skeletal, then the name of the skeletal mesh bone that will be doing the driving.

Type:

(Name)

property parent_mesh_component_name: Name

[Read-Write] The mesh that will be doing the driving. If this is blank but there is an actor, then we’ll attempt to use the root component. If that doesn’t work then it will happen in world space.

Type:

(Name)