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_PhysicsBaseMutable

This 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 together

  • force_and_torque (PhysicsControlForceAndTorqueData): [Read-Write] The desired force/torque to be applied

  • name (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:

(PhysicsControlForceAndTorqueData)

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:

(RigComponentKey)