unreal.RigUnit_HierarchyAddPhysicsBodyForce¶
- class unreal.RigUnit_HierarchyAddPhysicsBodyForce(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, force_and_torque: PhysicsControlForceAndTorqueData = Ellipsis, name: Name = 'None')¶
Bases:
RigUnit_PhysicsBaseMutableThis will add a force (or impulse, torque, velocity change etc) to the body. The force record will be stored in the physics body component, and then applied next time the solver is stepped, after which the record will be cleared.
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsBodyExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherforce_and_torque(PhysicsControlForceAndTorqueData): [Read-Write] The desired force/torque to be appliedname(Name): [Read-Write] The optional name of this force record. Used to identify the force records, and potentially delete it. Can be blank.physics_body_component_key(RigComponentKey): [Read-Write] The Physics Body to be updated
- property force_and_torque: PhysicsControlForceAndTorqueData¶
[Read-Write] The desired force/torque to be applied
- Type:
- property name: Name¶
[Read-Write] The optional name of this force record. Used to identify the force records, and potentially delete it. Can be blank.
- Type:
(Name)
- property physics_body_component_key: RigComponentKey¶
[Read-Write] The Physics Body to be updated
- Type: