unreal.RigUnit_HierarchyEnableDynamicsConfinementWithConfiner¶
- class unreal.RigUnit_HierarchyEnableDynamicsConfinementWithConfiner(execute_pin: RigVMExecutePin = [], dynamics_particle_component_key: RigComponentKey = Ellipsis, dynamics_confiner_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableOpts 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:
- property dynamics_particle_component_key: RigComponentKey¶
[Read-Write] The Dynamics Particle to be updated (which must exist)
- Type: