unreal.PhysicsControlAsset¶
- class unreal.PhysicsControlAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectAsset 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 setupauto_invoke_profiles(bool): [Read-Write] Whether to automatically invoke profiles that have been edited (and have auto-compiled) when simulatingauto_reinit_setup(bool): [Read-Write] Whether to automatically reinitialize following editing of setup data (when auto-compiling) when simulatingmy_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 setsmy_character_setup_data(PhysicsControlCharacterSetupData): [Read-Write] We can define controls in the form of limbs etc heremy_initial_control_and_modifier_updates(Array[PhysicsControlControlAndModifierUpdates]): [Read-Write] Initial updates to apply immediately after controls and modifiers are createdmy_profiles(Map[Name, PhysicsControlControlAndModifierUpdates]): [Read-Write] The named profiles, which are essentially control and modifier updatesparent_asset(PhysicsControlAsset): [Read-Write] A profile asset to inherit from (can be null). If set, we will just add/modify data in thatphysics_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.