unreal.RigDynamicsInertialForceSettings¶
- class unreal.RigDynamicsInertialForceSettings(amount: float = 0.0, linear_euler_amount: float = 0.0, angular_euler_amount: float = 0.0, centrifugal_amount: float = 0.0, coriolis_amount: float = 0.0)¶
Bases:
StructBaseMaster gain on the pseudo-forces (Coriolis, centrifugal, Euler, linear) caused by movement of the simulation space itself (typically, movement of the actor/component). 0 disables inertial-frame coupling entirely. These properties will not affect air/ether drag effects.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsData.h
Editor Properties: (see get_editor_property/set_editor_property)
amount(float): [Read-Write] Master multiplier applied on top of the per-term multipliers below. Use this to scale all four inertial-frame effects together. Set to 0 to disable inertial effects entirely.angular_euler_amount(float): [Read-Write] How strongly bodies react when the actor’s rotation speed changes - e.g. when the character starts spinning or comes to a stop. Distinct from Centrifugal, which is about sustained rotation. 0 disables; 1 is full strength. Multiplied with the overall Amount.centrifugal_amount(float): [Read-Write] Strength of the outward “fling” that bodies feel while the actor is rotating - this is what makes hair and cloth swing wide on a spinning character. 0 disables; 1 is full strength. Multiplied with the overall Amount.coriolis_amount(float): [Read-Write] Strength of the sideways deflection that bodies experience as they move within a rotating actor. Usually a subtle effect - the least visually noticeable of the four. 0 disables; 1 is full strength. Multiplied with the overall Amount.linear_euler_amount(float): [Read-Write] How strongly bodies react when the actor accelerates in a straight line - e.g. when the character starts running, brakes hard, or jumps. 0 disables this response; 1 is full strength. Multiplied with the overall Amount.
- property amount: float¶
[Read-Only] Master multiplier applied on top of the per-term multipliers below. Use this to scale all four inertial-frame effects together. Set to 0 to disable inertial effects entirely.
- Type:
(float)
- property angular_euler_amount: float¶
[Read-Only] How strongly bodies react when the actor’s rotation speed changes - e.g. when the character starts spinning or comes to a stop. Distinct from Centrifugal, which is about sustained rotation. 0 disables; 1 is full strength. Multiplied with the overall Amount.
- Type:
(float)
- property centrifugal_amount: float¶
[Read-Only] Strength of the outward “fling” that bodies feel while the actor is rotating - this is what makes hair and cloth swing wide on a spinning character. 0 disables; 1 is full strength. Multiplied with the overall Amount.
- Type:
(float)