unreal.PhysicsControlSparseData
¶
- class unreal.PhysicsControlSparseData(linear_strength: float = 0.0, linear_damping_ratio: float = 0.0, linear_extra_damping: float = 0.0, max_force: float = 0.0, angular_strength: float = 0.0, angular_damping_ratio: float = 0.0, angular_extra_damping: float = 0.0, max_torque: float = 0.0, linear_target_velocity_multiplier: float = 0.0, angular_target_velocity_multiplier: float = 0.0, skeletal_animation_velocity_multiplier: float = 0.0, custom_control_point: Vector = Ellipsis, enabled: bool = False, use_custom_control_point: bool = False, use_skeletal_animation: bool = False, disable_collision: bool = False, only_control_child_object: bool = False)¶
Bases:
StructBase
Strength and damping etc parameters that will affect a control, 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)
angular_damping_ratio
(float): [Read-Write] The amount of damping associated with the angular strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.angular_extra_damping
(float): [Read-Write] The amount of additional angular damping. This is added to the damping that comes from AngularDampingRatio and can be useful when you want damping even when AngularStrength is zero.angular_strength
(float): [Read-Write] The strength used to drive angular motionangular_target_velocity_multiplier
(float): [Read-Write] Multiplier on the angular velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementationcustom_control_point
(Vector): [Read-Write] The position of the control point relative to the child mesh, when using a custom control point.disable_collision
(bool): [Read-Write] Whether or not this control should disable collision between the parent and child bodies (only has an effect if there is a parent body)enable_angular_damping_ratio
(bool): [Read-Write]enable_angular_extra_damping
(bool): [Read-Write]enable_angular_strength
(bool): [Read-Write]enable_angular_target_velocity_multiplier
(bool): [Read-Write]enable_custom_control_point
(bool): [Read-Write]enable_linear_damping_ratio
(bool): [Read-Write]enable_linear_extra_damping
(bool): [Read-Write]enable_linear_strength
(bool): [Read-Write] Flags for sparse accessenable_linear_target_velocity_multiplier
(bool): [Read-Write]enable_max_force
(bool): [Read-Write]enable_max_torque
(bool): [Read-Write]enable_skeletal_animation_velocity_multiplier
(bool): [Read-Write]enableb_disable_collision
(bool): [Read-Write]enableb_enabled
(bool): [Read-Write]enableb_only_control_child_object
(bool): [Read-Write]enableb_use_custom_control_point
(bool): [Read-Write]enableb_use_skeletal_animation
(bool): [Read-Write]enabled
(bool): [Read-Write] Whether this control should be enabledlinear_damping_ratio
(float): [Read-Write] The amount of damping associated with the linear strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.linear_extra_damping
(float): [Read-Write] The amount of additional linear damping. This is added to the damping that comes from LinearDampingRatio and can be useful when you want damping even when LinearStrength is zero.linear_strength
(float): [Read-Write] The strength used to drive linear motionlinear_target_velocity_multiplier
(float): [Read-Write] Multiplier on the velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementationmax_force
(float): [Read-Write] The maximum force used to drive the linear motion. Zero indicates no limit. Note - not yet implemented for RigidBodyWithControlmax_torque
(float): [Read-Write] The maximum torque used to drive the angular motion. Zero indicates no limit. Note - not yet implemented for RigidBodyWithControlonly_control_child_object
(bool): [Read-Write] If true then the control will only affect the child object, not the parentskeletal_animation_velocity_multiplier
(float): [Read-Write] The amount of skeletal animation velocity to use in the targets NOTE This is currently only used in the PhysicsControlComponent implementationuse_custom_control_point
(bool): [Read-Write] Whether or not to use the custom control point positionuse_skeletal_animation
(bool): [Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)
- property angular_damping_ratio: float¶
[Read-Write] The amount of damping associated with the angular strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.
- Type:
(float)
- property angular_extra_damping: float¶
[Read-Write] The amount of additional angular damping. This is added to the damping that comes from AngularDampingRatio and can be useful when you want damping even when AngularStrength is zero.
- Type:
(float)
- property angular_strength: float¶
[Read-Write] The strength used to drive angular motion
- Type:
(float)
- property angular_target_velocity_multiplier: float¶
[Read-Write] Multiplier on the angular velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementation
- Type:
(float)
- property custom_control_point: Vector¶
[Read-Write] The position of the control point relative to the child mesh, when using a custom control point.
- Type:
(Vector)
- property disable_collision: bool¶
[Read-Write] Whether or not this control should disable collision between the parent and child bodies (only has an effect if there is a parent body)
- Type:
(bool)
- property linear_damping_ratio: float¶
[Read-Write] The amount of damping associated with the linear strength. A value of 1 Results in critically damped motion where the control drives as quickly as possible to the target without overshooting. Values > 1 result in more damped motion, and values below 1 result in faster, but more “wobbly” motion.
- Type:
(float)
- property linear_extra_damping: float¶
[Read-Write] The amount of additional linear damping. This is added to the damping that comes from LinearDampingRatio and can be useful when you want damping even when LinearStrength is zero.
- Type:
(float)
- property linear_strength: float¶
[Read-Write] The strength used to drive linear motion
- Type:
(float)
- property linear_target_velocity_multiplier: float¶
[Read-Write] Multiplier on the velocity, which gets applied to the damping. A value of 1 means the animation target velocity is used, which helps it track the animation. A value of 0 means damping happens in “world space” - so damping acts like drag on the movement. NOTE This is currently only used in the RigidBodyWithControl implementation
- Type:
(float)
- property max_force: float¶
[Read-Write] The maximum force used to drive the linear motion. Zero indicates no limit. Note - not yet implemented for RigidBodyWithControl
- Type:
(float)
- property max_torque: float¶
[Read-Write] The maximum torque used to drive the angular motion. Zero indicates no limit. Note - not yet implemented for RigidBodyWithControl
- Type:
(float)
- property only_control_child_object: bool¶
[Read-Write] If true then the control will only affect the child object, not the parent
- Type:
(bool)
- property skeletal_animation_velocity_multiplier: float¶
[Read-Write] The amount of skeletal animation velocity to use in the targets NOTE This is currently only used in the PhysicsControlComponent implementation
- Type:
(float)