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 setsmy_character_setup_data
(PhysicsControlCharacterSetupData): [Read-Write] We can define controls in the form of limbs etc heremy_initial_control_and_modifier_updates
(Array[PhysicsControlControlAndModifierUpdates]): [Read-Write] Initial updates to apply immediately after controls and modifiers are createdmy_profiles
(Map[Name, PhysicsControlControlAndModifierUpdates]): [Read-Write] The named profiles, which are essentially control and modifier updatesparent_asset
(PhysicsControlProfileAsset): [Read-Write] A profile asset to inherit from (can be null). If set, we will just add/modify data in thatpreview_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.