unreal.RigUnit_HierarchySetPhysicsBodyTargetBone¶
- class unreal.RigUnit_HierarchySetPhysicsBodyTargetBone(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, target_bone: RigElementKey = Ellipsis)¶
Bases:
RigUnit_PhysicsBaseMutableSets what bone is targeted by the simulation - i.e. where the simulation output is written to. 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 togetherphysics_body_component_key(RigComponentKey): [Read-Write] The Physics Body to be updatedtarget_bone(RigElementKey): [Read-Write] The bone to use as a target for the Physics Body - i.e. where its transforms should be written to.
- property physics_body_component_key: RigComponentKey¶
[Read-Write] The Physics Body to be updated
- Type:
- property target_bone: RigElementKey¶
[Read-Write] The bone to use as a target for the Physics Body - i.e. where its transforms should be written to.
- Type: