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: RigBaseComponent

A 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 kinematic

  • no_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:

(PhysicsControlModifierData)

property body_solver_settings: RigPhysicsBodySolverSettings

[Read-Only]

Type:

(RigPhysicsBodySolverSettings)

property collision: RigPhysicsCollision

[Read-Only]

Type:

(RigPhysicsCollision)

property dynamics: RigPhysicsDynamics

[Read-Only]

Type:

(RigPhysicsDynamics)

property kinematic_target: Transform

[Read-Only] The target for when this body is kinematic

Type:

(Transform)

property no_collision_bodies: None

[Read-Only] A list of body components with which we should not collide. The solver component can also be included.

Type:

(Array[RigComponentKey])