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)¶
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)
alpha
(float): [Read-Write] Alpha: 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] Base Bone Ref: Matters if SimulationSpace is BaseBonecached_bounds_scale
(float): [Read-Write] Cached Bounds Scale: 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] Clamp Linear Translation Limit to Ref Pose: 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] Component Applied Linear Acc Clamp: 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] Component Linear Acc Scale: 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] Component Linear Vel Scale: 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] Component Pose: Input linkenable_world_geometry
(bool): [Read-Write] Enable World Geometryevaluation_reset_time
(float): [Read-Write] Evaluation Reset Time: 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] External Force: 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] Force Disable Collision Between Constraint Bodies: Whether to allow collisions between two bodies joined by a constraintfreeze_incoming_pose_on_start
(bool): [Read-Write] Freeze Incoming Pose on Start: 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] LODThreshold: * 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] Overlap Channel: The channel we use to find static geometry to collide withoverride_physics_asset
(PhysicsAsset): [Read-Write] Override Physics Asset: Physics asset to use. If empty use the skeletal mesh’s default physics assetoverride_world_gravity
(Vector): [Read-Write] Override World Gravity: Override gravityoverride_world_gravity
(bool): [Read-Write] Override World Gravitysim_space_settings
(SimSpaceSettings): [Read-Write] Sim Space Settings: 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] Simulation Space: What space to simulate the bodies in. This affects how velocities are generatedsimulation_timing
(SimulationTiming): [Read-Write] Simulation Timing: 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] Transfer Bone Velocities: When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless.use_external_cloth_collision
(bool): [Read-Write] Use External Cloth Collision: If true, kinematic objects will be added to the simulation at runtime to represent any cloth colliders defined for the parent object.world_space_minimum_scale
(float): [Read-Write] World Space Minimum Scale: For world-space simulations, if the magnitude of the component’s 3D scale is less than WorldSpaceMinimumScale, do not update the node.