unreal.RigUnit_HierarchyAddPhysicsJoint

class unreal.RigUnit_HierarchyAddPhysicsJoint(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, transform: Transform = Ellipsis, solver: RigPhysicsSolverID = Ellipsis, settings: RigPhysicsSettings = Ellipsis)

Bases: RigUnit_HierarchyAddElement

Adds a new physics joint to the hierarchy Note: This node only runs as part of the construction event.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_Physics.h

Editor Properties: (see get_editor_property/set_editor_property)

  • execute_context (ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units together

  • item (RigElementKey): [Read-Write] * The resulting item

  • name (Name): [Read-Write] * The name of the new element to add

  • parent (RigElementKey): [Read-Write] * The parent of the new element to add

  • settings (RigPhysicsSettings): [Read-Write] * The settings of the new physics element

  • solver (RigPhysicsSolverID): [Read-Write] * The solver to relate this new physics element to

  • transform (Transform): [Read-Write] * The initial global transform of the spawned element

property settings: RigPhysicsSettings

[Read-Write] * The settings of the new physics element

Type:

(RigPhysicsSettings)

property solver: RigPhysicsSolverID

[Read-Write] * The solver to relate this new physics element to

Type:

(RigPhysicsSolverID)

property transform: Transform

[Read-Write] * The initial global transform of the spawned element

Type:

(Transform)