unreal.RigUnit_HierarchySetPhysicsBodySourceBone¶
- class unreal.RigUnit_HierarchySetPhysicsBodySourceBone(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, source_bone: RigElementKey = Ellipsis)¶
Bases:
RigUnit_PhysicsBaseMutableSets what bone is used as a source transform for the physics body. This is used as a kinematic target, and when initializing the simulation.
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 togetherphysics_body_component_key(RigComponentKey): [Read-Write]source_bone(RigElementKey): [Read-Write]
- property physics_body_component_key: RigComponentKey¶
[Read-Write]
- Type:
- property source_bone: RigElementKey¶
[Read-Write]
- Type: