unreal.RigUnit_InstantiatePhysics

class unreal.RigUnit_InstantiatePhysics(execute_pin: RigVMExecutePin = [], physics_solver_component_key: RigComponentKey = Ellipsis)

Bases: RigUnit_PhysicsBaseMutable

Instantiates 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 together

  • physics_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:

(RigComponentKey)