unreal.PhysicsControl
¶
- class unreal.PhysicsControl(parent_mesh_component: MeshComponent = Ellipsis, parent_bone_name: Name = 'None', child_mesh_component: MeshComponent = Ellipsis, child_bone_name: Name = 'None', control_data: PhysicsControlData = Ellipsis, control_multiplier: PhysicsControlMultiplier = Ellipsis, control_target: PhysicsControlTarget = Ellipsis, control_settings: PhysicsControlSettings = Ellipsis)¶
Bases:
StructBase
Structure that determines a “control” - this contains all the information needed to drive (with spring-dampers) a child body relative to a parent body. These bodies will be associated with either a static or skeletal mesh.
C++ Source:
Plugin: PhysicsControl
Module: PhysicsControl
File: PhysicsControlData.h
Editor Properties: (see get_editor_property/set_editor_property)
child_bone_name
(Name): [Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that the control will be driving.child_mesh_component
(MeshComponent): [Read-Write] The mesh that the control will be driving.control_data
(PhysicsControlData): [Read-Write] Strength and damping parameters. Can be modified at any time, but will sometimes have been set once during initializationcontrol_multiplier
(PhysicsControlMultiplier): [Read-Write] Multiplier for the ControlData. This will typically be modified dynamically, and also expose the ability to set directional strengthscontrol_settings
(PhysicsControlSettings): [Read-Write] More general settings for the controlcontrol_target
(PhysicsControlTarget): [Read-Write] The position/orientation etc targets for the controls. These are procedural/explicit control targets - skeletal meshes have the option to use skeletal animation as well, in which case these targets are expressed as relative to that animation.parent_bone_name
(Name): [Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that will be doing the driving.parent_mesh_component
(MeshComponent): [Read-Write] The mesh that will be doing the driving. Blank/non-existent means it will happen in world space
- property child_bone_name: Name¶
[Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that the control will be driving.
- Type:
(Name)
- property child_mesh_component: MeshComponent¶
[Read-Write] The mesh that the control will be driving.
- Type:
- property control_data: PhysicsControlData¶
[Read-Write] Strength and damping parameters. Can be modified at any time, but will sometimes have been set once during initialization
- Type:
- property control_multiplier: PhysicsControlMultiplier¶
[Read-Write] Multiplier for the ControlData. This will typically be modified dynamically, and also expose the ability to set directional strengths
- Type:
- property control_settings: PhysicsControlSettings¶
[Read-Write] More general settings for the control
- Type:
- property control_target: PhysicsControlTarget¶
[Read-Write] The position/orientation etc targets for the controls. These are procedural/explicit control targets - skeletal meshes have the option to use skeletal animation as well, in which case these targets are expressed as relative to that animation.
- Type:
- property parent_bone_name: Name¶
[Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that will be doing the driving.
- Type:
(Name)
- property parent_mesh_component: MeshComponent¶
[Read-Write] The mesh that will be doing the driving. Blank/non-existent means it will happen in world space
- Type: