unreal.PhysicsControlAsset

class unreal.PhysicsControlAsset(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Asset for storing Physics Control Profiles. The asset will contain data that define: - Controls and body modifiers to be created on a mesh - Sets referencing those controls and body modifiers - Full profiles containing settings for all the controls/modifiers - Sparse profiles containing partial sets of settings for specific controls/modifiers

It will also be desirable to support “inheritance” - so a generic profile can be made, and then customized for certain characters or scenarios.

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControl

  • File: PhysicsControlAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additional_profile_assets (Array[PhysicsControlAsset]): [Read-Write] Additional profile assets from which profiles (not the setup data, extra sets etc) will be added to this asset.

  • auto_compile_profiles (bool): [Read-Write] Whether editing the profiles will automatically compile.

  • auto_compile_setup (bool): [Read-Write] Whether editing the setup data will automatically compile.

  • auto_invoke_profile_after_setup (bool): [Read-Write] Whether to automatically re-invoke the previously invoked profile after automatically running the setup

  • auto_invoke_profiles (bool): [Read-Write] Whether to automatically invoke profiles that have been edited (and have auto-compiled) when simulating

  • auto_reinit_setup (bool): [Read-Write] Whether to automatically reinitialize following editing of setup data (when auto-compiling) when simulating

  • my_additional_controls_and_modifiers (PhysicsControlAndBodyModifierCreationDatas): [Read-Write] Additional controls and modifiers. If these have the same name as one that’s already created, they’ll just override it.

  • my_additional_sets (PhysicsControlSetUpdates): [Read-Write] Additional control and body modifier sets

  • my_character_setup_data (PhysicsControlCharacterSetupData): [Read-Write] We can define controls in the form of limbs etc here

  • my_initial_control_and_modifier_updates (Array[PhysicsControlControlAndModifierUpdates]): [Read-Write] Initial updates to apply immediately after controls and modifiers are created

  • my_profiles (Map[Name, PhysicsControlControlAndModifierUpdates]): [Read-Write] The named profiles, which are essentially control and modifier updates

  • parent_asset (PhysicsControlAsset): [Read-Write] A profile asset to inherit from (can be null). If set, we will just add/modify data in that

  • physics_asset (PhysicsAsset): [Read-Write] The PhysicsAsset that this control asset is targeting. This will also determine the preview mesh. You will need to close/re-open the Physics Control Asset editor in order to see the effect of changing it.