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_DynamicsBaseMutableImports 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 createddynamics_solver_component_key(RigComponentKey): [Read-Write] Solver to add the colliders toelement_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 togetherphysics_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:
- property dynamics_solver_component_key: RigComponentKey¶
[Read-Write] Solver to add the colliders to
- Type:
- 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:
- 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:
- 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: