unreal.RelativeBodyAnimModifierOptions¶
- class unreal.RelativeBodyAnimModifierOptions(sample_rate: int = 0, contact_threshold: float = 0.0, skeletal_mesh_asset: SkeletalMesh = Ellipsis, physics_asset_override: PhysicsAsset = Ellipsis, domain_body_names: None = [], contact_body_names: None = [], notify_class: Class = Ellipsis)¶
Bases:
StructBaseRelative Body Anim Modifier Options
C++ Source:
Plugin: RelativeIKOp
Module: RelativeBodyAnimUtils
File: RelativeBodyBlueprintFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
contact_body_names(Array[Name]): [Read-Write]contact_threshold(float): [Read-Write] Threshold for determining if a bone pair can be considered to be having contactdomain_body_names(Array[Name]): [Read-Write] Bodies to be checked against contact bodiesnotify_class(type(Class)): [Read-Write] Relative Body Notify subclass to createphysics_asset_override(PhysicsAsset): [Read-Write]sample_rate(int32): [Read-Write] Rate used to sample the animationskeletal_mesh_asset(SkeletalMesh): [Read-Write]
- property contact_threshold: float¶
[Read-Write] Threshold for determining if a bone pair can be considered to be having contact
- Type:
(float)
- property physics_asset_override: PhysicsAsset¶
[Read-Write]
- Type:
- property skeletal_mesh_asset: SkeletalMesh¶
[Read-Write]
- Type: