unreal.PhysicsControlModifierSparseData

class unreal.PhysicsControlModifierSparseData(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, with flags indicating whether each element should get used.

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 collision

  • enable_collision_type (bool): [Read-Write]

  • enable_gravity_multiplier (bool): [Read-Write]

  • enable_movement_type (bool): [Read-Write]

  • enable_physics_blend_weight (bool): [Read-Write]

  • enableb_update_kinematic_from_simulation (bool): [Read-Write]

  • enableb_use_skeletal_animation (bool): [Read-Write]

  • gravity_multiplier (float): [Read-Write] How much gravity to use when simulating - typically between 0 and 1

  • movement_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 implementation

  • 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.

  • 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 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:

(CollisionEnabled)

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:

(PhysicsMovementType)

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.

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)