unreal.RigDynamicsSimulationDragSettings¶
- class unreal.RigDynamicsSimulationDragSettings(additional_damping: float = 0.0, linear_drag_multiplier: float = 0.0, angular_drag_multiplier: float = 0.0, external_linear_velocity: Vector = Ellipsis, external_angular_velocity: Vector = Ellipsis, external_turbulence_velocity: Vector = Ellipsis)¶
Bases:
StructBaseAir/ether drag settings applied to the whole simulation, due to the movement of the simulation space (typically as a result of the actor/component moving). These act on top of the per-particle Damping. They describe the air/ether medium that particles are dragged toward.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsData.h
Editor Properties: (see get_editor_property/set_editor_property)
additional_damping(float): [Read-Write] Extra air/ether damping added to every dynamic particle’s own Damping value. Use this when you want the wind (ExternalLinearVelocity, turbulence) to push every particle in the simulation, including ones that were authored with a per-particle Damping of zero. 0 disables it (only the per-particle Damping matters); higher values make every particle damp toward the air/ether more aggressively. Like the per-particle Damping, this is scaled by the particle’s bScaleDampingByInverseMass flag so the global baseline shares the particle’s mass-scaling choice.angular_drag_multiplier(float): [Read-Write] How much of the simulation frame’s angular velocity contributes to the air/ether target. As for LinearDragMultiplier but for the rotational part (rotation induced velocity at each particle position).external_angular_velocity(Vector): [Read-Write] Extra angular air/ether velocity in world space, units deg/s. Produces a linear air/ether velocity of (AngVel x R) at each particle’s sim-space position, on top of ExternalLinearVelocity.external_linear_velocity(Vector): [Read-Write] Extra linear air/ether velocity in world space. Particles with non-zero Damping are pulled along with it, giving a wind-like effect. Typical values are similar to the velocity of the object or effect, and usually around or less than 1000 for characters/wind.external_turbulence_velocity(Vector): [Read-Write] Per-axis magnitude of Perlin turbulence added to ExternalLinearVelocity. Units are the same as velocity, so this is the approximate magnitude of the turbulence along each component axis.linear_drag_multiplier(float): [Read-Write] How much of the simulation frame’s linear velocity contributes to the air/ether target that particles are dragged toward. 0 means the sim-space linear motion does not affect drag. 1 means particles are pulled toward world-at-rest as the space moves.
- property additional_damping: float¶
[Read-Only] Extra air/ether damping added to every dynamic particle’s own Damping value. Use this when you want the wind (ExternalLinearVelocity, turbulence) to push every particle in the simulation, including ones that were authored with a per-particle Damping of zero. 0 disables it (only the per-particle Damping matters); higher values make every particle damp toward the air/ether more aggressively. Like the per-particle Damping, this is scaled by the particle’s bScaleDampingByInverseMass flag so the global baseline shares the particle’s mass-scaling choice.
- Type:
(float)
- property angular_drag_multiplier: float¶
[Read-Only] How much of the simulation frame’s angular velocity contributes to the air/ether target. As for LinearDragMultiplier but for the rotational part (rotation induced velocity at each particle position).
- Type:
(float)
- property external_angular_velocity: Vector¶
[Read-Only] Extra angular air/ether velocity in world space, units deg/s. Produces a linear air/ether velocity of (AngVel x R) at each particle’s sim-space position, on top of ExternalLinearVelocity.
- Type:
(Vector)
- property external_linear_velocity: Vector¶
[Read-Only] Extra linear air/ether velocity in world space. Particles with non-zero Damping are pulled along with it, giving a wind-like effect. Typical values are similar to the velocity of the object or effect, and usually around or less than 1000 for characters/wind.
- Type:
(Vector)
- property external_turbulence_velocity: Vector¶
[Read-Only] Per-axis magnitude of Perlin turbulence added to ExternalLinearVelocity. Units are the same as velocity, so this is the approximate magnitude of the turbulence along each component axis.
- Type:
(Vector)
- property linear_drag_multiplier: float¶
[Read-Only] How much of the simulation frame’s linear velocity contributes to the air/ether target that particles are dragged toward. 0 means the sim-space linear motion does not affect drag. 1 means particles are pulled toward world-at-rest as the space moves.
- Type:
(float)