unreal.PhysicsControlAssetEditorPhysicsHandleComponent

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

Bases: PhysicsHandleComponent

Extend the Physics Handle for PhAt. This adds support for manipulating the physics if it is running in a RigidBody AnimNode (which is always is with Chaos at the moment).

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControlEditor

  • File: PhysicsControlAssetEditorPhysicsHandleComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_damping (float): [Read-Write] Angular damping of the handle spring

  • angular_stiffness (float): [Read-Write] Angular stiffness of the handle spring

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • interpolate_target (bool): [Read-Write]

  • interpolation_speed (float): [Read-Write] How quickly we interpolate the physics target transform

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • linear_damping (float): [Read-Write] Linear damping of the handle spring.

  • linear_stiffness (float): [Read-Write] Linear stiffness of the handle spring

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • soft_angular_constraint (bool): [Read-Write]

  • soft_linear_constraint (bool): [Read-Write]