unreal.RigUnit_HierarchySetDynamicsParticleAccelerationMode

class unreal.RigUnit_HierarchySetDynamicsParticleAccelerationMode(execute_pin: RigVMExecutePin = [], dynamics_particle_component_key: RigComponentKey = Ellipsis, acceleration_mode: bool = False)

Bases: RigUnit_DynamicsBaseMutable

Sets whether the particle’s target drive is interpreted in acceleration mode (mass-independent natural frequency) or force mode (heavier particles oscillate more slowly). Affects target tracking only - the per-particle angle limit is always acceleration-mode.

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsParticleExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • acceleration_mode (bool): [Read-Write] True (default) for mass-independent natural frequency; false for a true force-mode spring.

  • dynamics_particle_component_key (RigComponentKey): [Read-Write] The Dynamics Particle to be updated

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

property acceleration_mode: bool

[Read-Write] True (default) for mass-independent natural frequency; false for a true force-mode spring.

Type:

(bool)

property dynamics_particle_component_key: RigComponentKey

[Read-Write] The Dynamics Particle to be updated

Type:

(RigComponentKey)