unreal.PhysicalAnimationData

class unreal.PhysicalAnimationData(is_local_simulation=True, orientation_strength=0.0, angular_velocity_strength=0.0, position_strength=0.0, velocity_strength=0.0, max_linear_force=0.0, max_angular_force=0.0)

Bases: unreal.StructBase

Stores info on the type of motor that will be used for a given bone

C++ Source:

  • Module: Engine

  • File: PhysicalAnimationComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_velocity_strength (float): [Read-Write] The strength used to correct angular velocity error

  • is_local_simulation (bool): [Read-Write] Whether the drive targets are in world space or local

  • max_angular_force (float): [Read-Write] The max force used to correct angular errors

  • max_linear_force (float): [Read-Write] The max force used to correct linear errors

  • orientation_strength (float): [Read-Write] The strength used to correct orientation error

  • position_strength (float): [Read-Write] The strength used to correct linear position error. Only used for non-local simulation

  • velocity_strength (float): [Read-Write] The strength used to correct linear velocity error. Only used for non-local simulation

property angular_velocity_strength

[Read-Write] The strength used to correct angular velocity error

Type

(float)

property is_local_simulation

[Read-Write] Whether the drive targets are in world space or local

Type

(bool)

property max_angular_force

[Read-Write] The max force used to correct angular errors

Type

(float)

property max_linear_force

[Read-Write] The max force used to correct linear errors

Type

(float)

property orientation_strength

[Read-Write] The strength used to correct orientation error

Type

(float)

property position_strength

[Read-Write] The strength used to correct linear position error. Only used for non-local simulation

Type

(float)

property velocity_strength

[Read-Write] The strength used to correct linear velocity error. Only used for non-local simulation

Type

(float)