unreal.IKPropIntersectSettings

class unreal.IKPropIntersectSettings(bone_name: Name = 'None', pin_bone: bool = False, capsule_radius: float = 0.0, capsule_length: float = 0.0, capsule_rotation: Rotator = Ellipsis, capsule_translation: Vector = Ellipsis)

Bases: StructBase

Prop Intersect Settings

C++ Source:

  • Plugin: RelativeIKOp

  • Module: BodyIntersectIKOp

  • File: BodyIntersectIKOp.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_name (Name): [Read-Write] The name of the attach bone or IK bone this intersection references

  • capsule_length (float): [Read-Write] Capsule length for prop intersector

  • capsule_radius (float): [Read-Write] Capsule radius for prop intersector

  • capsule_rotation (Rotator): [Read-Write] Capsule orientation relative to bone

  • capsule_translation (Vector): [Read-Write] Capsule translation relative to bone

  • pin_bone (bool): [Read-Write] Optionally also move this bone TODO: Need to figure out how to interact with blend and relative ik pin bones (RunAfterParent+offset?)

property bone_name: Name

[Read-Write] The name of the attach bone or IK bone this intersection references

Type:

(Name)

property capsule_length: float

[Read-Write] Capsule length for prop intersector

Type:

(float)

property capsule_radius: float

[Read-Write] Capsule radius for prop intersector

Type:

(float)

property capsule_rotation: Rotator

[Read-Write] Capsule orientation relative to bone

Type:

(Rotator)

property capsule_translation: Vector

[Read-Write] Capsule translation relative to bone

Type:

(Vector)

property pin_bone: bool

[Read-Write] Optionally also move this bone TODO: Need to figure out how to interact with blend and relative ik pin bones (RunAfterParent+offset?)

Type:

(bool)