unreal.RigUnit_InstantiateDynamics¶
- class unreal.RigUnit_InstantiateDynamics(execute_pin: RigVMExecutePin = [], dynamics_solver_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableInstantiates all the objects in the dynamics world. Some properties can’t be modified after this happens. Note that it will happen automatically during the first simulation step if it hasn’t been explicitly requested. Explicit instantiation allows the timing to be controlled, as allocations etc may cause some delays.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsSolverExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
dynamics_solver_component_key(RigComponentKey): [Read-Write] The solver that should be instantiatedexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units together
- property dynamics_solver_component_key: RigComponentKey¶
[Read-Write] The solver that should be instantiated
- Type: