unreal.AnimNode_RigidBody

class unreal.AnimNode_RigidBody(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, use_local_lod_threshold_only: bool = False)

Bases: AnimNode_SkeletalControlBase

Controller that simulates physics based on the physics asset of the skeletal mesh component

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_RigidBody.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_ccd (bool): [Read-Write] Allows the solver to use the EnableCCD setting on the bodies

  • allow_pose_scale_propagation (bool): [Read-Write] Allow / Prevent bone transform scales denfined in the input pose from being passed to the output pose. This setting is true by default but will only have an effect if bone scale propagation is enabled project wide with the p.RigidBodyNode.EnablePoseScalePropagation console variable. The details pannel checkbox will be hidden if the feature is not enabled.

  • alpha (float): [Read-Write] Current strength of the skeletal control

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write]

  • alpha_bool_enabled (bool): [Read-Write]

  • alpha_curve_name (Name): [Read-Write]

  • alpha_input_type (AnimAlphaInputType): [Read-Write]

  • alpha_scale_bias (InputScaleBias): [Read-Write]

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write]

  • base_bone_ref (BoneReference): [Read-Write] Matters if SimulationSpace is BaseBone

  • bounds_velocity_multiplier (float): [Read-Write] Expands the shape bounds to detect potentially active contacts when moving. Increasing this (typically up to 1) will increase the number of inactive contacts, which will reduce the likelihood of penetration, but will also increase solver cost.

  • cached_bounds_scale (float): [Read-Write] Scale of cached bounds (vs. actual bounds). Increasing this may improve performance, but overlaps may not work as well. (A value of 1.0 effectively disables cached bounds).

  • clamp_linear_translation_limit_to_ref_pose (bool): [Read-Write] Correct for linear tearing on bodies with all axes Locked. This only works if all axes linear translation are locked

  • component_applied_linear_acc_clamp (Vector): [Read-Write] When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.

  • component_linear_acc_scale (Vector): [Read-Write] When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.

  • component_linear_vel_scale (Vector): [Read-Write] When using non-world-space sim, this applies a ‘drag’ to the bodies in the local space simulation, based on the components world-space velocity.

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • default_to_skeletal_mesh_physics_asset (bool): [Read-Write] Use the skeletal mesh physics asset as default in case set to True. The Override Physics Asset will always have priority over this.

  • enable_world_geometry (bool): [Read-Write]

  • evaluation_reset_time (float): [Read-Write] If the node is not evaluated for this amount of time (seconds), either because a lower LOD was in use for a while or the component was not visible, reset the simulation to the default pose on the next evaluation. Set to 0 to disable time-based reset.

  • external_force (Vector): [Read-Write] Applies a uniform external force in world space. This allows for easily faking inertia of movement while still simulating in component space for example

  • force_disable_collision_between_constraint_bodies (bool): [Read-Write] Whether to allow collisions between two bodies joined by a constraint

  • freeze_incoming_pose_on_start (bool): [Read-Write] When simulation starts, freeze incoming pose. This is useful for ragdolls, when we want the simulation to take over. It prevents non simulated bones from animating.

  • lod_threshold (int32): [Read-Write] Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited

  • max_velocity_bounds_expansion (float): [Read-Write] The maximum margin added due to movement. Reducing this can prevent excessive numbers of inactive contacts being generated.

  • overlap_channel (CollisionChannel): [Read-Write] The channel we use to find static geometry to collide with

  • override_physics_asset (PhysicsAsset): [Read-Write] Physics asset to use. If empty use the skeletal mesh’s default physics asset in case Default To Skeletal Mesh Physics Asset is set to True.

  • override_world_gravity (bool): [Read-Write]

  • override_world_gravity (Vector): [Read-Write] Override gravity

  • sim_space_settings (SimSpaceSettings): [Read-Write] Settings for the system which passes motion of the simulation’s space into the simulation. This allows the simulation to pass a fraction of the world space motion onto the bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way. This system is a superset of the functionality provided by ComponentLinearAccScale, ComponentLinearVelScale, and ComponentAppliedLinearAccClamp. In general you should not have both systems enabled.

  • simulation_space (SimulationSpace): [Read-Write] What space to simulate the bodies in. This affects how velocities are generated

  • simulation_timing (SimulationTiming): [Read-Write] Whether the physics simulation runs synchronously with the node’s evaluation or is run in the background until the next frame.

  • transfer_bone_velocities (bool): [Read-Write] When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless.

  • use_default_as_simulated (bool): [Read-Write] Treat parts in the Physics Asset with PhysicsType Default as Simulated for RBAN.

  • use_external_cloth_collision (bool): [Read-Write] If true, kinematic objects will be added to the simulation at runtime to represent any cloth colliders defined for the parent object.

  • use_local_lod_threshold_only (bool): [Read-Write] Enable if you want to ignore the p.RigidBodyLODThreshold CVAR and force the node to solely use the LOD threshold.

  • world_space_minimum_scale (float): [Read-Write] For world-space simulations, if the magnitude of the component’s 3D scale is less than WorldSpaceMinimumScale, do not update the node.

property use_local_lod_threshold_only: bool

[Read-Write] Enable if you want to ignore the p.RigidBodyLODThreshold CVAR and force the node to solely use the LOD threshold.

Type:

(bool)