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_HierarchyAddElementAdds 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 togetheritem(RigElementKey): [Read-Write] * The resulting itemname(Name): [Read-Write] * The name of the new element to addparent(RigElementKey): [Read-Write] * The parent of the new element to addsettings(RigPhysicsSettings): [Read-Write] * The settings of the new physics elementsolver(RigPhysicsSolverID): [Read-Write] * The solver to relate this new physics element totransform(Transform): [Read-Write] * The initial global transform of the spawned element
- property settings: RigPhysicsSettings¶
[Read-Write] * The settings of the new physics element
- Type:
- property solver: RigPhysicsSolverID¶
[Read-Write] * The solver to relate this new physics element to
- Type: