unreal.RigUnit_HierarchyImportDynamicsCollidersFromPhysicsAsset1

class unreal.RigUnit_HierarchyImportDynamicsCollidersFromPhysicsAsset1(execute_pin: RigVMExecutePin = [], dynamics_solver_component_key: RigComponentKey = Ellipsis, collider_component_name: Name = 'None', physics_asset: PhysicsAsset = Ellipsis, element_include_mask: None = [], element_exclude_mask: None = [], exclude_elements_with_particles: bool = False, dynamics_collider_component_keys: None = [])

Bases: RigUnit_DynamicsBaseMutable

Imports collision from a physics asset and assigns it as colliders in the dynamics system

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsExecutionHelpers.h

Editor Properties: (see get_editor_property/set_editor_property)

  • collider_component_name (Name): [Read-Write] The name to give each collider component created by this node. The same base name is used for every imported body, so the hierarchy will append unique suffixes whenever a clash occurs. DynamicsColliderComponentKeys is the authoritative list of actual names.

  • dynamics_collider_component_keys (Array[RigComponentKey]): [Read-Write] The dynamics collider component keys that were created

  • dynamics_solver_component_key (RigComponentKey): [Read-Write] Solver to add the colliders to

  • element_exclude_mask (Array[RigElementKey]): [Read-Write] If this is empty, then no bodies will be excluded. Otherwise, bodies that relate to the specified elements will not be created.

  • element_include_mask (Array[RigElementKey]): [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 elements will be created.

  • exclude_elements_with_particles (bool): [Read-Write] If true, then elements that have particles associated with our solver will be excluded from having colliders made.

  • execute_pin (RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units together

  • physics_asset (PhysicsAsset): [Read-Write] The physics asset to import colliders from

property collider_component_name: Name

[Read-Write] The name to give each collider component created by this node. The same base name is used for every imported body, so the hierarchy will append unique suffixes whenever a clash occurs. DynamicsColliderComponentKeys is the authoritative list of actual names.

Type:

(Name)

property dynamics_collider_component_keys: None

[Read-Only] The dynamics collider component keys that were created

Type:

(Array[RigComponentKey])

property dynamics_solver_component_key: RigComponentKey

[Read-Write] Solver to add the colliders to

Type:

(RigComponentKey)

property element_exclude_mask: None

[Read-Write] If this is empty, then no bodies will be excluded. Otherwise, bodies that relate to the specified elements will not be created.

Type:

(Array[RigElementKey])

property element_include_mask: 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 elements will be created.

Type:

(Array[RigElementKey])

property exclude_elements_with_particles: bool

[Read-Write] If true, then elements that have particles associated with our solver will be excluded from having colliders made.

Type:

(bool)

property physics_asset: PhysicsAsset

[Read-Write] The physics asset to import colliders from

Type:

(PhysicsAsset)