unreal.RigUnit_HierarchySetDynamicsColliderShapes

class unreal.RigUnit_HierarchySetDynamicsColliderShapes(execute_pin: RigVMExecutePin = [], dynamics_collider_component_key: RigComponentKey = Ellipsis, shapes: RigDynamicsShapeCollection = Ellipsis)

Bases: RigUnit_DynamicsBaseMutable

Replaces the entire shape collection on a Dynamics collider. Construction-event only because the solver’s parallel arrays are sized at Instantiate time and cannot grow or shrink at runtime; for editing existing shapes during simulation use the per-shape Set nodes (by Name) instead.

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsColliderExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • dynamics_collider_component_key (RigComponentKey): [Read-Write] The Dynamics Collider to be updated

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

  • shapes (RigDynamicsShapeCollection): [Read-Write] The new shape collection (replaces the existing one wholesale)

property dynamics_collider_component_key: RigComponentKey

[Read-Write] The Dynamics Collider to be updated

Type:

(RigComponentKey)

property shapes: RigDynamicsShapeCollection

[Read-Write] The new shape collection (replaces the existing one wholesale)

Type:

(RigDynamicsShapeCollection)