unreal.RigUnit_HierarchySetPhysicsBodySparseData

class unreal.RigUnit_HierarchySetPhysicsBodySparseData(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, data: PhysicsControlModifierSparseData = Ellipsis)

Bases: RigUnit_PhysicsBaseMutable

Sets all the data on a body - but in a sparse way so you can decide which parameters get applied. Danny TODO - Note that the sparse data does not get displayed correctly, so this is largely unusable - the flags that enable/disable all end up getting reset if the user attempts to change them.

C++ Source:

  • Plugin: ControlRigPhysics

  • Module: ControlRigPhysics

  • File: RigPhysicsBodyExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • data (PhysicsControlModifierSparseData): [Read-Write]

  • execute_pin (RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units together

  • physics_body_component_key (RigComponentKey): [Read-Write]

property data: PhysicsControlModifierSparseData

[Read-Write]

Type:

(PhysicsControlModifierSparseData)

property physics_body_component_key: RigComponentKey

[Read-Write]

Type:

(RigComponentKey)