unreal.RigUnit_HierarchySetPhysicsBodyIncludeInChecksForReset¶
- class unreal.RigUnit_HierarchySetPhysicsBodyIncludeInChecksForReset(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, include: bool = False)¶
Bases:
RigUnit_PhysicsBaseMutableSets whether this body should be included in checks for resetting physics on the whole rig. Note: The flag is read by the solver each step, so this can be modified after physics instantiation.
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsBodyExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherinclude(bool): [Read-Write] Whether the Physics Body should be included when checking to see if the simulation should be reset.physics_body_component_key(RigComponentKey): [Read-Write] The Physics Body to be updated
- property include: bool¶
[Read-Write] Whether the Physics Body should be included when checking to see if the simulation should be reset.
- Type:
(bool)
- property physics_body_component_key: RigComponentKey¶
[Read-Write] The Physics Body to be updated
- Type: