unreal.RigUnit_HierarchySetControlLinearStrength¶
- class unreal.RigUnit_HierarchySetControlLinearStrength(execute_pin: RigVMExecutePin = [], physics_control_component_key: RigComponentKey = Ellipsis, strength: float = 0.0)¶
Bases:
RigUnit_PhysicsBaseMutableSets the Linear Strength of a Physics Control
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsControlExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherphysics_control_component_key(RigComponentKey): [Read-Write] The Physics Control component to be updatedstrength(float): [Read-Write] The linear strength of the control. In the absence of any other influences, this is the frequency of oscillation when there is zero damping. For example, a strength of 2 would make the target oscillate twice per second (when there is no damping). Note that parent-space controls should this set to zero when they are controlling two bodies that are connected with a physics joint.
- property physics_control_component_key: RigComponentKey¶
[Read-Write] The Physics Control component to be updated
- Type:
- property strength: float¶
[Read-Write] The linear strength of the control. In the absence of any other influences, this is the frequency of oscillation when there is zero damping. For example, a strength of 2 would make the target oscillate twice per second (when there is no damping). Note that parent-space controls should this set to zero when they are controlling two bodies that are connected with a physics joint.
- Type:
(float)