unreal.PhysicsControlProfileAsset

class unreal.PhysicsControlProfileAsset(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Asset for storing Physics Control Profiles. These will contain data that define: - Controls and body modifiers to be created on a mesh - Sets referencing those controls and body modifiers - Full profiles containing settings for all the controls/modifiers - Sparse profiles containing partial sets of settings for specific controls/modifiers

It will also be desirable to support “inheritance” - so a generic profile can be made, and then customized for certain characters or scenarios.

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControl

  • File: PhysicsControlProfileAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additional_profile_assets (Array[PhysicsControlProfileAsset]): [Read-Write] Additional profile assets from which profiles (not the setup data, extra sets etc) will be added to this asset.

  • my_additional_controls_and_modifiers (PhysicsControlAndBodyModifierCreationDatas): [Read-Write] Additional controls and modifiers. If these have the same name as one that’s already created, they’ll just override it.

  • my_additional_sets (PhysicsControlSetUpdates): [Read-Write] Additional control and body modifier sets

  • my_character_setup_data (PhysicsControlCharacterSetupData): [Read-Write] We can define controls in the form of limbs etc here

  • my_initial_control_and_modifier_updates (Array[PhysicsControlControlAndModifierUpdates]): [Read-Write] Initial updates to apply immediately after controls and modifiers are created

  • my_profiles (Map[Name, PhysicsControlControlAndModifierUpdates]): [Read-Write] The named profiles, which are essentially control and modifier updates

  • parent_asset (PhysicsControlProfileAsset): [Read-Write] A profile asset to inherit from (can be null). If set, we will just add/modify data in that

  • preview_skeletal_mesh (SkeletalMesh): [Read-Write] The skeletal mesh to use for generating controls and previewing. If it turns out this doesn’t need to be stored in the asset, it will get moved out of here.