unreal.PhysicsControlAssetEditorPhysicsHandleComponent¶
- class unreal.PhysicsControlAssetEditorPhysicsHandleComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PhysicsHandleComponentExtend 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 springangular_stiffness(float): [Read-Write] Angular stiffness of the handle springasset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classinterpolate_target(bool): [Read-Write]interpolation_speed(float): [Read-Write] How quickly we interpolate the physics target transformis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildslinear_damping(float): [Read-Write] Linear damping of the handle spring.linear_stiffness(float): [Read-Write] Linear stiffness of the handle springon_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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]