unreal.RigPhysicsVisualizationSettings¶
- class unreal.RigPhysicsVisualizationSettings¶
Bases:
StructBaseLegacy visualization toggles for the rig’s physics simulation. Enabling any bShow* flag activates the low-level Chaos debug draw - which has significant runtime cost - so disable everything before profiling.
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsData.h
Editor Properties: (see get_editor_property/set_editor_property)
enable_visualization(bool): [Read-Write] Legacy master enable (has been replaced by FRigPhysicsVisualizationSettings1). Preserved so that nodes in existing assets keep their pin connections. Runtime gating is now done via CVar ControlRig.Physics.AllowVisualization combined with the per-element bShow* flags on FRigPhysicsVisualizationSettings1.line_thickness(float): [Read-Write]shape_detail(int32): [Read-Write]shape_size(int32): [Read-Write] Multiplier on the size things like limit shapesshow_active_contacts(bool): [Read-Write] If visualization is enabled, show active contacts. Note that this can be overridden using CVar ControlRig.Physics.ShowActiveContactsOverrideshow_bodies(bool): [Read-Write]show_centre_of_mass(bool): [Read-Write]show_controls(bool): [Read-Write]show_inactive_contacts(bool): [Read-Write] If visualization is enabled, show inactive contacts. Note that this can be overridden using CVar ControlRig.Physics.ShowInactiveContactsOverrideshow_joints(bool): [Read-Write]show_world_objects(bool): [Read-Write]show_world_overlap_box(bool): [Read-Write]