unreal.RigUnit_HierarchySetControlLinearStrength

class unreal.RigUnit_HierarchySetControlLinearStrength(execute_pin: RigVMExecutePin = [], physics_control_component_key: RigComponentKey = Ellipsis, strength: float = 0.0)

Bases: RigUnit_PhysicsBaseMutable

Sets 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 together

  • physics_control_component_key (RigComponentKey): [Read-Write] The Physics Control component to be updated

  • 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.

property physics_control_component_key: RigComponentKey

[Read-Write] The Physics Control component to be updated

Type:

(RigComponentKey)

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)