unreal.PhysicalAnimationData
¶
- class unreal.PhysicalAnimationData(is_local_simulation: bool = False, orientation_strength: float = 0.0, angular_velocity_strength: float = 0.0, position_strength: float = 0.0, velocity_strength: float = 0.0, max_linear_force: float = 0.0, max_angular_force: float = 0.0)¶
Bases:
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 erroris_local_simulation
(bool): [Read-Write] Whether the drive targets are in world space or localmax_angular_force
(float): [Read-Write] The max force used to correct angular errorsmax_linear_force
(float): [Read-Write] The max force used to correct linear errorsorientation_strength
(float): [Read-Write] The strength used to correct orientation errorposition_strength
(float): [Read-Write] The strength used to correct linear position error. Only used for non-local simulationvelocity_strength
(float): [Read-Write] The strength used to correct linear velocity error. Only used for non-local simulation
- property angular_velocity_strength: float¶
[Read-Write] The strength used to correct angular velocity error
- Type:
(float)
- property is_local_simulation: bool¶
[Read-Write] Whether the drive targets are in world space or local
- Type:
(bool)
- property max_angular_force: float¶
[Read-Write] The max force used to correct angular errors
- Type:
(float)
- property max_linear_force: float¶
[Read-Write] The max force used to correct linear errors
- Type:
(float)
- property orientation_strength: float¶
[Read-Write] The strength used to correct orientation error
- Type:
(float)