unreal.RigUnit_HierarchySetPhysicsBodyMaterial¶
- class unreal.RigUnit_HierarchySetPhysicsBodyMaterial(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, material: RigPhysicsMaterial = [])¶
Bases:
RigUnit_PhysicsBaseMutableApplies 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 togethermaterial(RigPhysicsMaterial): [Read-Write] The physics material to be used for collision on the Physics Bodyphysics_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:
- property physics_body_component_key: RigComponentKey¶
[Read-Write] The Physics Body to be updated
- Type: