unreal.RigUnit_InstantiatePhysics¶
- class unreal.RigUnit_InstantiatePhysics(execute_pin: RigVMExecutePin = [], physics_solver_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_PhysicsBaseMutableInstantiates all the objects in the physics 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: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsExecution.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_solver_component_key(RigComponentKey): [Read-Write] * The solver to relate this new physics element to
- property physics_solver_component_key: RigComponentKey¶
[Read-Write] * The solver to relate this new physics element to
- Type: