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. Danny TODO - check the implementation, and also can we auto-calculate this at runtime?

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]

  • update_kinematic_from_simulation (bool): [Read-Write]

property physics_body_component_key: RigComponentKey

[Read-Write]

Type:

(RigComponentKey)

property update_kinematic_from_simulation: bool

[Read-Write]

Type:

(bool)