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 targets

  • use_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)

property skeletal_animation_velocity_multiplier: float

[Read-Write] The amount of skeletal animation velocity to use in the targets

Type:

(float)

property use_skeletal_animation: bool

[Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)

Type:

(bool)