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_PhysicsBaseMutable

Discards 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 together

  • min_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 radius

  • physics_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:

(RigComponentKey)