unreal.RigUnit_HierarchySetPhysicsBodyMaterial

class unreal.RigUnit_HierarchySetPhysicsBodyMaterial(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, material: RigPhysicsMaterial = [])

Bases: RigUnit_PhysicsBaseMutable

Applies the material settings to all the collision shapes. Note: This node only runs during the construction event (before physics instantiation, after which this data is frozen).

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 together

  • material (RigPhysicsMaterial): [Read-Write] The physics material to be used for collision on the Physics Body

  • physics_body_component_key (RigComponentKey): [Read-Write] The Physics Body to be updated

property material: RigPhysicsMaterial

[Read-Write] The physics material to be used for collision on the Physics Body

Type:

(RigPhysicsMaterial)

property physics_body_component_key: RigComponentKey

[Read-Write] The Physics Body to be updated

Type:

(RigComponentKey)