unreal.PhysicsControlSettings
¶
- class unreal.PhysicsControlSettings(use_skeletal_animation: bool = False, skeletal_animation_velocity_multiplier: float = 0.0, disable_collision: bool = False, auto_disable: bool = False)¶
Bases:
StructBase
General settings for a control
C++ Source:
Plugin: PhysicsControl
Module: PhysicsControl
File: PhysicsControlData.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_disable
(bool): [Read-Write] Whether or not this control should automatically disable itself at the end of each tick. This can be useful when it is more convenient to have a branch that handles some condition (e.g. character is flailing) by updating/enabling the control, and to then have the control automatically get disabled when the branch is no longer taken.disable_collision
(bool): [Read-Write] Whether or not this control should disable collision between the parent and child bodies (only has an effect if there is a parent body)skeletal_animation_velocity_multiplier
(float): [Read-Write] The amount of skeletal animation velocity to use in the targetsuse_skeletal_animation
(bool): [Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)
- property auto_disable: bool¶
[Read-Write] Whether or not this control should automatically disable itself at the end of each tick. This can be useful when it is more convenient to have a branch that handles some condition (e.g. character is flailing) by updating/enabling the control, and to then have the control automatically get disabled when the branch is no longer taken.
- Type:
(bool)
- property disable_collision: bool¶
[Read-Write] Whether or not this control should disable collision between the parent and child bodies (only has an effect if there is a parent body)
- Type:
(bool)