unreal.RigPhysicsSimulationDragSettings

class unreal.RigPhysicsSimulationDragSettings

Bases: StructBase

Drag-related settings applied to the whole simulation due to motion of the simulation space. Wraps the Chaos FSimulationSpaceSettings ether-drag fields plus the world-space wind/turbulence vectors. ExternalLinearDrag is a Chaos-only quantity in simulation-local space and has no Dynamics analogue.

C++ Source:

  • Plugin: ControlRigPhysics

  • Module: ControlRigPhysics

  • File: RigPhysicsData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_drag_multiplier (float): [Read-Write] How much of the simulation frame’s angular velocity to pass onto the bodies (angular ether drag). This relies on there being drag authored on the bodies. If set to zero, the only drag will be from the body’s local movement (in the simulation space).

  • external_angular_velocity (Vector): [Read-Write] Additional angular velocity that is added to the component angular velocity. This can be used to make the simulation act as if the actor is rotating even when it is not. E.g., to apply physics to a character on a podium as the camera rotates around it, to emulate the podium itself rotating. Vector is in world space. Units are deg/s.

  • external_linear_drag (Vector): [Read-Write] Additional linear drag from movement of the simulation space, applied to every body in addition to linear drag specified on them in the physics asset. When combined with ExternalLinearVelocity, this can be used to add a temporary wind-blown effect without having to tune linear drag on all the bodies in the physics asset. The result is that each body has a force equal to -ExternalLinearDrag * ExternalLinearVelocity applied to it, in addition to all other forces. The vector is in simulation local space.

  • external_linear_velocity (Vector): [Read-Write] Additional velocity that is added to the component velocity so the simulation acts as if the actor is moving at speed, even when stationary. The vector is in world space. This could be used for wind effects etc. 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] This will treat the external velocity like a wind field and add turbulence to it. Units are the same as velocity, so this is the approximate magnitude of the turbulence.

  • linear_drag_multiplier (float): [Read-Write] How much of the simulation frame’s linear velocity to pass onto the bodies (linear ether drag). This relies on there being drag authored on the bodies. If set to zero, the only drag will be from the body’s local movement (in the simulation space).