unreal.RigUnit_HierarchyImportCollisionFromPhysicsAsset¶
- class unreal.RigUnit_HierarchyImportCollisionFromPhysicsAsset(execute_pin: RigVMExecutePin = [], physics_solver_component_key: RigComponentKey = Ellipsis, use_automatic_solver: bool = False, physics_asset: PhysicsAsset = Ellipsis, constraint_profile_name: Name = 'None', bones_to_use: None = [], name_space: Name = 'None', owner: RigElementKey = Ellipsis, bone_keys: None = [], physics_body_component_keys: None = [])¶
Bases:
RigUnit_PhysicsBaseMutableImports/creates bones from the physics asset and creates collision for them. The bones will lose their hierarchy and be placed under the specified parent - ready to be moved around.
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_keys(Array[RigElementKey]): [Read-Write]bones_to_use(Array[Name]): [Read-Write] If this is empty, then all bones with bodies in the physics asset will be created. Otherwise only bodies that relate to the specified bones will be created.constraint_profile_name(Name): [Read-Write] Name of the constraint profile to use. If empty (or invalid), the default profile will be usedexecute_pin(RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units togethername_space(Name): [Read-Write] Prefix to the bone namesowner(RigElementKey): [Read-Write] Parent/owner for all the new bonesphysics_asset(PhysicsAsset): [Read-Write]physics_body_component_keys(Array[RigComponentKey]): [Read-Write]physics_solver_component_key(RigComponentKey): [Read-Write] Note that setting the solver component, if known, has the benefit of avoiding the need to search for an automatic solver.use_automatic_solver(bool): [Read-Write] If true (and the physics solver is not explicitly set), then this component will be added to any physics solver that exists above it in the hierarchy, if that solver allows automatically adding physics components.
- property bones_to_use: None¶
[Read-Write] If this is empty, then all bones with bodies in the physics asset will be created. Otherwise only bodies that relate to the specified bones will be created.
- property constraint_profile_name: Name¶
[Read-Write] Name of the constraint profile to use. If empty (or invalid), the default profile will be used
- Type:
(Name)
- property owner: RigElementKey¶
[Read-Write] Parent/owner for all the new bones
- Type:
- property physics_asset: PhysicsAsset¶
[Read-Write]
- Type:
- property physics_solver_component_key: RigComponentKey¶
[Read-Write] Note that setting the solver component, if known, has the benefit of avoiding the need to search for an automatic solver.
- Type: