unreal.InitialBodyModifier
¶
- class unreal.InitialBodyModifier(actor: Actor = Ellipsis, mesh_component_name: Name = 'None', bone_name: Name = 'None', movement_type: PhysicsMovementType = Ellipsis, gravity_multiplier: float = 0.0, kinematic_target_position: Vector = Ellipsis, kinematic_target_orientation: Quat = Ellipsis, use_skeletal_animation: bool = False)¶
Bases:
StructBase
Structure that determines a Body Modifier used during initialization of the physics control actor
C++ Source:
Plugin: PhysicsControl
Module: PhysicsControl
File: PhysicsControlActor.h
Editor Properties: (see get_editor_property/set_editor_property)
actor
(Actor): [Read-Write] The owner of the mesh that that we will modifybone_name
(Name): [Read-Write] If the mesh component is skeletal, then the name of the skeletal mesh bone to modifygravity_multiplier
(float): [Read-Write] Multiplier for gravity applied to the body. Note that if the body itself has gravity disabled, then setting this to 1 will not enable gravity.kinematic_target_orientation
(Quat): [Read-Write] The target orientation when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.kinematic_target_position
(Vector): [Read-Write] The target position when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.mesh_component_name
(Name): [Read-Write] The mesh that will be modify. If this is blank but there is an actor, then we’ll attempt to use the root component.movement_type
(PhysicsMovementType): [Read-Write] How the associated body should move.use_skeletal_animation
(bool): [Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)
- property bone_name: Name¶
[Read-Write] If the mesh component is skeletal, then the name of the skeletal mesh bone to modify
- Type:
(Name)
- property gravity_multiplier: float¶
[Read-Write] Multiplier for gravity applied to the body. Note that if the body itself has gravity disabled, then setting this to 1 will not enable gravity.
- Type:
(float)
- property kinematic_target_orientation: Quat¶
[Read-Write] The target orientation when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.
- Type:
(Quat)
- property kinematic_target_position: Vector¶
[Read-Write] The target position when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.
- Type:
(Vector)
- property mesh_component_name: Name¶
[Read-Write] The mesh that will be modify. If this is blank but there is an actor, then we’ll attempt to use the root component.
- Type:
(Name)
- property movement_type: PhysicsMovementType¶
[Read-Write] How the associated body should move.
- Type: