unreal.PhysicsControlModifierData
¶
- class unreal.PhysicsControlModifierData(movement_type: PhysicsMovementType = Ellipsis, collision_type: CollisionEnabled = Ellipsis, gravity_multiplier: float = 0.0, physics_blend_weight: float = 0.0, use_skeletal_animation: bool = False, update_kinematic_from_simulation: bool = False)¶
Bases:
StructBase
Analogous to the ControlData, this indicates how an individual controlled body should move
C++ Source:
Plugin: PhysicsControl
Module: PhysicsControl
File: PhysicsControlData.h
Editor Properties: (see get_editor_property/set_editor_property)
collision_type
(CollisionEnabled): [Read-Write] The collision type. Note that PhysicsControlComponent uses the full filtering, but RigidBodyWithControl just treats this as enable/disable collisiongravity_multiplier
(float): [Read-Write] How much gravity to use when simulating - typically between 0 and 1movement_type
(PhysicsMovementType): [Read-Write] How the body should move.physics_blend_weight
(float): [Read-Write] When converting back from simulation to animation, how much to use the simulation output versus the original animation input. NOTE This is currently only used in the PhysicsControlComponent implementationupdate_kinematic_from_simulation
(bool): [Read-Write] If true then the associated actor’s transform will be updated from the simulation when it is kinematic. This is most likely useful when using async physics in order to prevent different parts of the skeleton from being torn apart. NOTE This is currently only used in the PhysicsControlComponent implementation (is it needed in RBWC?)use_skeletal_animation
(bool): [Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any) NOTE This is currently only used in the PhysicsControlComponent implementation
- property collision_type: CollisionEnabled¶
[Read-Write] The collision type. Note that PhysicsControlComponent uses the full filtering, but RigidBodyWithControl just treats this as enable/disable collision
- Type:
- property gravity_multiplier: float¶
[Read-Write] How much gravity to use when simulating - typically between 0 and 1
- Type:
(float)
- property movement_type: PhysicsMovementType¶
[Read-Write] How the body should move.
- Type:
- property physics_blend_weight: float¶
[Read-Write] When converting back from simulation to animation, how much to use the simulation output versus the original animation input. NOTE This is currently only used in the PhysicsControlComponent implementation
- Type:
(float)
- property update_kinematic_from_simulation: bool¶
[Read-Write] If true then the associated actor’s transform will be updated from the simulation when it is kinematic. This is most likely useful when using async physics in order to prevent different parts of the skeleton from being torn apart. NOTE This is currently only used in the PhysicsControlComponent implementation (is it needed in RBWC?)
- Type:
(bool)