unreal.PhysicsControlInitializerComponent
¶
- class unreal.PhysicsControlInitializerComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponent
Physics Control Initializer Component
C++ Source:
Plugin: PhysicsControl
Module: PhysicsControl
File: PhysicsControlActor.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.create_controls_at_begin_play
(bool): [Read-Write] If set, then CreateControls will be called in our BeginPlay event, attempting to find a PhysicsControlComponent in our parent actor.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.initial_body_modifiers
(Map[Name, InitialBodyModifier]): [Read-Write] This can be filled in to automatically create body modifiers during the BeginPlay event. If a body modifier already exists with the name (e.g. created as part of InitialCharacterControls) then it will be updated.initial_character_controls
(InitialCharacterControls): [Read-Write] This can be filled in to automatically create whole-character controls (by specifying limbs etc) for a skeletal mesh during the BeginPlay event.initial_controls
(Map[Name, InitialPhysicsControl]): [Read-Write] This can be filled in to automatically create controls during the BeginPlay event. If a control already exists with the name (e.g. created as part of InitialCharacterControls) then it will be updated.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- create_controls(physics_control_component) None ¶
This creates all the controls specified in the Initial properties. You can call it explicitly, or you can opt to have it called at BeginPlay using CreateControlsAtBeginPlay.
- Parameters:
physics_control_component (PhysicsControlComponent) –
- property create_controls_at_begin_play: bool¶
[Read-Write] If set, then CreateControls will be called in our BeginPlay event, attempting to find a PhysicsControlComponent in our parent actor.
- Type:
(bool)
- property initial_body_modifiers: None¶
[Read-Write] This can be filled in to automatically create body modifiers during the BeginPlay event. If a body modifier already exists with the name (e.g. created as part of InitialCharacterControls) then it will be updated.
- Type:
- property initial_character_controls: InitialCharacterControls¶
[Read-Write] This can be filled in to automatically create whole-character controls (by specifying limbs etc) for a skeletal mesh during the BeginPlay event.
- Type: