unreal.IKRetargetBodyIntersectIKOpSettings

class unreal.IKRetargetBodyIntersectIKOpSettings(lod_threshold: int = 0, target_physics_asset_override: PhysicsAsset = Ellipsis, intersect_goals: None = [], intersect_bodies: None = [])

Bases: IKRetargetOpSettingsBase

IKRetarget Body Intersect IKOp Settings

C++ Source:

  • Plugin: RelativeIKOp

  • Module: BodyIntersectIKOp

  • File: BodyIntersectIKOp.h

Editor Properties: (see get_editor_property/set_editor_property)

  • intersect_bodies (Array[Name]): [Read-Write] Physics bodies to do trivial intersection against

  • intersect_goals (Array[Name]): [Read-Write] IK Goals to check sphere intersections (Goal effector bone should have a sphere or capsule body!)

  • lod_threshold (int32): [Read-Write] The maximum LOD that this Op is allowed to run at. For example if you have LODThreshold of 2, the Op will run until LOD 2 (based on 0 index). When the component LOD becomes 3, it will stop running. A value of -1 forces the Op to execute at all LOD levels. Default is -1.

  • target_physics_asset_override (PhysicsAsset): [Read-Write] Target physics asset for checking intersections against

property intersect_bodies: None

[Read-Write] Physics bodies to do trivial intersection against

Type:

(Array[Name])

property intersect_goals: None

[Read-Write] IK Goals to check sphere intersections (Goal effector bone should have a sphere or capsule body!)

Type:

(Array[Name])

property target_physics_asset_override: PhysicsAsset

[Read-Write] Target physics asset for checking intersections against

Type:

(PhysicsAsset)