unreal.AnimNode_RigidBody¶
- class unreal.AnimNode_RigidBody(component_pose=[], lod_threshold=- 1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0])¶
Bases:
unreal.AnimNode_SkeletalControlBaseController 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)
alpha(float): [Read-Write] Current strength of the skeletal controlalpha_bool_blend(InputAlphaBoolBlend): [Read-Write] Alpha Bool Blendalpha_bool_enabled(bool): [Read-Write] Alpha Bool Enabledalpha_curve_name(Name): [Read-Write] Alpha Curve Namealpha_input_type(AnimAlphaInputType): [Read-Write] Alpha Input Typealpha_scale_bias(InputScaleBias): [Read-Write] Alpha Scale Biasalpha_scale_bias_clamp(InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clampbase_bone_ref(BoneReference): [Read-Write] Matters if SimulationSpace is BaseBonecached_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 lockedcomponent_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 linkenable_world_geometry(bool): [Read-Write] Enable World Geometryevaluation_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 exampleforce_disable_collision_between_constraint_bodies(bool): [Read-Write] Whether to allow collisions between two bodies joined by a constraintfreeze_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 LODThreadhold 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-visitedoverlap_channel(CollisionChannel): [Read-Write] The channel we use to find static geometry to collide withoverride_physics_asset(PhysicsAsset): [Read-Write] Physics asset to use. If empty use the skeletal mesh’s default physics assetoverride_world_gravity(Vector): [Read-Write] Override gravityoverride_world_gravity(bool): [Read-Write] Override World Gravitysim_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 generatedtransfer_bone_velocities(bool): [Read-Write] When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless.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.