unreal.RigUnit_HierarchyAutoCalculateCollision¶
- class unreal.RigUnit_HierarchyAutoCalculateCollision(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, min_aspect_ratio: float = 0.0, min_size: float = 0.0)¶
Bases:
RigUnit_PhysicsBaseMutableDiscards any existing collision data and replaces it with a box based on the joint positions. Note that this must be called before the physics solver is instantiated/stepped.
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 togethermin_aspect_ratio(float): [Read-Write] For boxes: The minimum box extent, as a proportion of the maximum box extent. For capsules: The minimum radius, as a proportion of the length (not including the radius)min_size(float): [Read-Write] For boxes: The minimum side length. For capsules: The minimum radiusphysics_body_component_key(RigComponentKey): [Read-Write]
- property min_aspect_ratio: float¶
The minimum box extent, as a proportion of the maximum box extent. For capsules: The minimum radius, as a proportion of the length (not including the radius)
- Type:
(float)
- Type:
[Read-Write] For boxes
- property min_size: float¶
The minimum side length. For capsules: The minimum radius
- Type:
(float)
- Type:
[Read-Write] For boxes
- property physics_body_component_key: RigComponentKey¶
[Read-Write]
- Type: