unreal.PhysicsControlData

class unreal.PhysicsControlData(linear_strength: float = 0.0, linear_damping_ratio: float = 0.0, linear_extra_damping: float = 0.0, max_force: float = 0.0, angular_strength: float = 0.0, angular_damping_ratio: float = 0.0, angular_extra_damping: float = 0.0, max_torque: float = 0.0, linear_target_velocity_multiplier: float = 0.0, angular_target_velocity_multiplier: float = 0.0, skeletal_animation_velocity_multiplier: float = 0.0, custom_control_point: Vector = Ellipsis, enabled: bool = False, use_custom_control_point: bool = False, use_skeletal_animation: bool = False, disable_collision: bool = False, only_control_child_object: bool = False)

Bases: StructBase

Contains data associated with how physical bodies should be controlled/directed towards their targets. The underlying control is done through damped springs, so the parameters here relate to that.

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControl

  • File: PhysicsControlData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_damping_ratio (float): [Read-Write] The amount of damping associated with the angular strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.

  • angular_extra_damping (float): [Read-Write] The amount of additional angular damping. This is added to the damping that comes from AngularDampingRatio and can be useful when you want damping even when AngularStrength is zero.

  • angular_strength (float): [Read-Write] The strength used to drive angular motion

  • angular_target_velocity_multiplier (float): [Read-Write] Multiplier on the angular velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementation

  • custom_control_point (Vector): [Read-Write] The position of the control point relative to the child mesh, when using a custom control point.

  • disable_collision (bool): [Read-Write] Whether or not this control should disable collision between the parent and child bodies (only has an effect if there is a parent body)

  • enabled (bool): [Read-Write] Whether this control should be enabled

  • linear_damping_ratio (float): [Read-Write] The amount of damping associated with the linear strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.

  • linear_extra_damping (float): [Read-Write] The amount of additional linear damping. This is added to the damping that comes from LinearDampingRatio and can be useful when you want damping even when LinearStrength is zero.

  • linear_strength (float): [Read-Write] The strength used to drive linear motion

  • linear_target_velocity_multiplier (float): [Read-Write] Multiplier on the velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementation

  • max_force (float): [Read-Write] The maximum force used to drive the linear motion. Zero indicates no limit.

  • max_torque (float): [Read-Write] The maximum torque used to drive the angular motion. Zero indicates no limit.

  • only_control_child_object (bool): [Read-Write] If true then the control will only affect the child object, not the parent

  • skeletal_animation_velocity_multiplier (float): [Read-Write] The amount of skeletal animation velocity to use in the targets NOTE This is currently only used in the PhysicsControlComponent implementation

  • use_custom_control_point (bool): [Read-Write] Whether or not to use the custom control point position

  • use_skeletal_animation (bool): [Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)

property angular_damping_ratio: float

[Read-Write] The amount of damping associated with the angular strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.

Type:

(float)

property angular_extra_damping: float

[Read-Write] The amount of additional angular damping. This is added to the damping that comes from AngularDampingRatio and can be useful when you want damping even when AngularStrength is zero.

Type:

(float)

property angular_strength: float

[Read-Write] The strength used to drive angular motion

Type:

(float)

property angular_target_velocity_multiplier: float

[Read-Write] Multiplier on the angular velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementation

Type:

(float)

property custom_control_point: Vector

[Read-Write] The position of the control point relative to the child mesh, when using a custom control point.

Type:

(Vector)

property disable_collision: bool

[Read-Write] Whether or not this control should disable collision between the parent and child bodies (only has an effect if there is a parent body)

Type:

(bool)

property enabled: bool

[Read-Write] Whether this control should be enabled

Type:

(bool)

property linear_damping_ratio: float

[Read-Write] The amount of damping associated with the linear strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.

Type:

(float)

property linear_extra_damping: float

[Read-Write] The amount of additional linear damping. This is added to the damping that comes from LinearDampingRatio and can be useful when you want damping even when LinearStrength is zero.

Type:

(float)

property linear_strength: float

[Read-Write] The strength used to drive linear motion

Type:

(float)

property linear_target_velocity_multiplier: float

[Read-Write] Multiplier on the velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementation

Type:

(float)

property max_force: float

[Read-Write] The maximum force used to drive the linear motion. Zero indicates no limit.

Type:

(float)

property max_torque: float

[Read-Write] The maximum torque used to drive the angular motion. Zero indicates no limit.

Type:

(float)

property only_control_child_object: bool

[Read-Write] If true then the control will only affect the child object, not the parent

Type:

(bool)

property skeletal_animation_velocity_multiplier: float

[Read-Write] The amount of skeletal animation velocity to use in the targets NOTE This is currently only used in the PhysicsControlComponent implementation

Type:

(float)

property use_custom_control_point: bool

[Read-Write] Whether or not to use the custom control point position

Type:

(bool)

property use_skeletal_animation: bool

[Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)

Type:

(bool)