unreal.RigUnit_HierarchySetPhysicsBodyUpdateKinematicFromSimulation

class unreal.RigUnit_HierarchySetPhysicsBodyUpdateKinematicFromSimulation(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, update_kinematic_from_simulation: bool = False)

Bases: RigUnit_PhysicsBaseMutable

If true, then kinematic objects will be written back from simulation to the bones. This only necessary when either kinematic targets are being used, or when the target bone differs from the source bone.

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

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

  • update_kinematic_from_simulation (bool): [Read-Write] When bodies are written back from simulation, if this is set to false, there is a small performance benefit to skipping bodies that are known to be kinematic, and when they are set to just track the input animation.

property physics_body_component_key: RigComponentKey

[Read-Write] The Physics Body to be updated

Type:

(RigComponentKey)

property update_kinematic_from_simulation: bool

[Read-Write] When bodies are written back from simulation, if this is set to false, there is a small performance benefit to skipping bodies that are known to be kinematic, and when they are set to just track the input animation.

Type:

(bool)