unreal.RigUnit_HierarchySetDynamicsColliderShapes¶
- class unreal.RigUnit_HierarchySetDynamicsColliderShapes(execute_pin: RigVMExecutePin = [], dynamics_collider_component_key: RigComponentKey = Ellipsis, shapes: RigDynamicsShapeCollection = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableReplaces 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 updatedexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togethershapes(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:
- property shapes: RigDynamicsShapeCollection¶
[Read-Write] The new shape collection (replaces the existing one wholesale)
- Type: