unreal.RigUnit_HierarchyEnableDynamicsConfinementWithConfiner

class unreal.RigUnit_HierarchyEnableDynamicsConfinementWithConfiner(execute_pin: RigVMExecutePin = [], dynamics_particle_component_key: RigComponentKey = Ellipsis, dynamics_confiner_component_key: RigComponentKey = Ellipsis)

Bases: RigUnit_DynamicsBaseMutable

Opts a particle in to being confined by a confiner. The confiner will keep the particle inside each of its shapes.

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsParticleExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • dynamics_confiner_component_key (RigComponentKey): [Read-Write] The Confiner that should confine the particle (it 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_confiner_component_key: RigComponentKey

[Read-Write] The Confiner that should confine the particle (it 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)