unreal.BodySetup

class unreal.BodySetup(outer: Object | None = None, name: Name | str = 'None')

Bases: BodySetupCore

BodySetup contains all collision information that is associated with a single asset. A single BodySetup instance is shared among many BodyInstances so that geometry data is not duplicated. Assets typically implement a GetBodySetup function that is used during physics state creation. see: GetBodySetup see: FBodyInstance

C++ Source:

  • Module: Engine

  • File: BodySetup.h

Editor Properties: (see get_editor_property/set_editor_property)

  • agg_geom (KAggregateGeom): [Read-Write] Simplified collision representation of this

  • bone_name (Name): [Read-Only] Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.

  • collision_reponse (BodyCollisionResponse): [Read-Write] Collision Type for this body. This eventually changes response to collision to others *

  • collision_trace_flag (CollisionTraceFlag): [Read-Write] Collision Trace behavior - by default, it will keep simple(convex)/complex(per-poly) separate *

  • consider_for_bounds (bool): [Read-Write] Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent). There is a speed improvement from having less BodySetups processed each frame when updating the bounds.

  • default_instance (BodyInstance): [Read-Write] Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstance

  • double_sided_geometry (bool): [Read-Write] If true, the physics triangle mesh will use double sided faces when doing scene queries. This is useful for planes and single sided meshes that need traces to work on both sides.

  • never_needs_cooked_collision_data (bool): [Read-Write] Indicates that we will never use convex or trimesh shapes. This is an optimization to skip checking for binary data. TODO Chaos this is to opt out of CreatePhysicsMeshes for certain meshes Better long term mesh is to not call CreatePhysicsMeshes until it is known there is a mesh instance that needs it.

  • phys_material (PhysicalMaterial): [Read-Write] Physical material to use for simple collision on this body. Encodes information about density, friction etc.

  • physics_type (PhysicsType): [Read-Write] If simulated it will use physics, if kinematic it will not be affected by physics, but can interact with physically simulated bodies. Default will inherit from OwnerComponent’s behavior.

  • walkable_slope_override (WalkableSlopeOverride): [Read-Write] Custom walkable slope setting for this body.