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:
StructBaseProp 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 referencescapsule_length(float): [Read-Write] Capsule length for prop intersectorcapsule_radius(float): [Read-Write] Capsule radius for prop intersectorcapsule_rotation(Rotator): [Read-Write] Capsule orientation relative to bonecapsule_translation(Vector): [Read-Write] Capsule translation relative to bonepin_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_rotation: Rotator¶
[Read-Write] Capsule orientation relative to bone
- Type:
(Rotator)