unreal.RigUnit_HierarchyAllowDynamicsCollisionWithCollider

class unreal.RigUnit_HierarchyAllowDynamicsCollisionWithCollider(execute_pin: RigVMExecutePin = [], dynamics_particle_component_key: RigComponentKey = Ellipsis, dynamics_collider_component_key: RigComponentKey = Ellipsis)

Bases: RigUnit_DynamicsBaseMutable

Allows collision between a particle and a specific collider, by removing it from the particle’s NoCollisionColliders list. Silent no-op if the collider is not in the list. Note that bCollideWithColliders is still the master switch - allowing a specific collider does not override that.

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsParticleExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • dynamics_collider_component_key (RigComponentKey): [Read-Write] The Collider to re-enable collision with (which doesn’t have to exist yet)

  • dynamics_particle_component_key (RigComponentKey): [Read-Write] The Dynamics Particle to be updated (which must exist)

  • execute_pin (RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units together

property dynamics_collider_component_key: RigComponentKey

[Read-Write] The Collider to re-enable collision with (which doesn’t have to exist yet)

Type:

(RigComponentKey)

property dynamics_particle_component_key: RigComponentKey

[Read-Write] The Dynamics Particle to be updated (which must exist)

Type:

(RigComponentKey)