unreal.PhysicalAnimationData

class unreal.PhysicalAnimationData(is_local_simulation=True, orientation_strength=0.0, angular_velocity_strength=0.0, position_strength=0.0, velocity_strength=0.0, max_linear_force=0.0, max_angular_force=0.0)

Bases: unreal.StructBase

Stores info on the type of motor that will be used for a given bone

C++ Source:

  • Module: Engine
  • File: PhysicalAnimationComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_velocity_strength (float): [Read-Write] The strength used to correct angular velocity error
  • is_local_simulation (bool): [Read-Write] Whether the drive targets are in world space or local
  • max_angular_force (float): [Read-Write] The max force used to correct angular errors
  • max_linear_force (float): [Read-Write] The max force used to correct linear errors
  • orientation_strength (float): [Read-Write] The strength used to correct orientation error
  • position_strength (float): [Read-Write] The strength used to correct linear position error. Only used for non-local simulation
  • velocity_strength (float): [Read-Write] The strength used to correct linear velocity error. Only used for non-local simulation
angular_velocity_strength

(float) – [Read-Write] The strength used to correct angular velocity error

is_local_simulation

(bool) – [Read-Write] Whether the drive targets are in world space or local

max_angular_force

(float) – [Read-Write] The max force used to correct angular errors

max_linear_force

(float) – [Read-Write] The max force used to correct linear errors

orientation_strength

(float) – [Read-Write] The strength used to correct orientation error

position_strength

(float) – [Read-Write] The strength used to correct linear position error. Only used for non-local simulation

velocity_strength

(float) – [Read-Write] The strength used to correct linear velocity error. Only used for non-local simulation