unreal.BodyInstanceCore
¶
- class unreal.BodyInstanceCore(simulate_physics: bool = False, enable_gravity: bool = False, auto_weld: bool = False, start_awake: bool = False, generate_wake_events: bool = False, update_mass_when_scale_changes: bool = False)¶
Bases:
StructBase
Body Instance Core
C++ Source:
Module: PhysicsCore
File: BodyInstanceCore.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_weld
(bool): [Read-Write] Auto Weld: If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the rootenable_gravity
(bool): [Read-Write] Enable Gravity: If object should have the force of gravity appliedgenerate_wake_events
(bool): [Read-Write] Generate Wake Events: Should ‘wake/sleep’ events fire when this object is woken up or put to sleep by the physics simulation.override_mass
(bool): [Read-Write] Override Mass: If true, mass will not be automatically computed and you must set it directlysimulate_physics
(bool): [Read-Write] Simulate Physics: If true, this body will use simulation. If false, will be ‘fixed’ (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.start_awake
(bool): [Read-Write] Start Awake: If object should start awake, or if it should initially be sleepingupdate_mass_when_scale_changes
(bool): [Read-Write] Update Mass when Scale Changes: If true, it will update mass when scale change *
- property auto_weld: bool¶
[Read-Write] Auto Weld: If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root
- Type:
(bool)
- property enable_gravity: bool¶
[Read-Only] Enable Gravity: If object should have the force of gravity applied
- Type:
(bool)
- property generate_wake_events: bool¶
[Read-Only] Generate Wake Events: Should ‘wake/sleep’ events fire when this object is woken up or put to sleep by the physics simulation.
- Type:
(bool)
- property simulate_physics: bool¶
[Read-Write] Simulate Physics: If true, this body will use simulation. If false, will be ‘fixed’ (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
- Type:
(bool)