unreal.RigUnit_HierarchySetJointDriveUseSkeletalAnimation¶
- class unreal.RigUnit_HierarchySetJointDriveUseSkeletalAnimation(execute_pin: RigVMExecutePin = [], physics_joint_component_key: RigComponentKey = Ellipsis, use_skeletal_animation: bool = False)¶
Bases:
RigUnit_PhysicsBaseMutableSets the joint drive for a physics component body
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsJointExecution.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_joint_component_key(RigComponentKey): [Read-Write] The Physics Joint to be updateduse_skeletal_animation(bool): [Read-Write] Whether the drive targets should be relative to the incoming animation pose. If set to true (and the drive targets are zero), then the drives will track the target animation.
- property physics_joint_component_key: RigComponentKey¶
[Read-Write] The Physics Joint to be updated
- Type: