unreal.RigPhysicsBodyComponent¶
- class unreal.RigPhysicsBodyComponent(body_solver_settings: RigPhysicsBodySolverSettings = [], dynamics: RigPhysicsDynamics = [], collision: RigPhysicsCollision = [], body_data: PhysicsControlModifierData = Ellipsis, kinematic_target: Transform = Ellipsis, no_collision_bodies: None = [])¶
Bases:
RigBaseComponentA component that can be added to a joint/element that defines how a physical body can be “attached” to it. The body supports dynamic movement, collision, and a physics joint with this body’s parent in the hierarchy.
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsBodyComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
body_data(PhysicsControlModifierData): [Read-Write]body_solver_settings(RigPhysicsBodySolverSettings): [Read-Write]collision(RigPhysicsCollision): [Read-Write]dynamics(RigPhysicsDynamics): [Read-Write]kinematic_target(Transform): [Read-Write] The target for when this body is kinematicno_collision_bodies(Array[RigComponentKey]): [Read-Write] A list of body components with which we should not collide. The solver component can also be included.
- property body_data: PhysicsControlModifierData¶
[Read-Only]
- Type:
- property body_solver_settings: RigPhysicsBodySolverSettings¶
[Read-Only]
- Type:
- property collision: RigPhysicsCollision¶
[Read-Only]
- Type:
- property dynamics: RigPhysicsDynamics¶
[Read-Only]
- Type: