unreal.RigUnit_SpawnDynamicsCollider

class unreal.RigUnit_SpawnDynamicsCollider(execute_pin: RigVMExecutePin = [], owner: RigElementKey = Ellipsis, dynamics_solver_component_key: RigComponentKey = Ellipsis, collider_component_name: Name = 'None', shapes: RigDynamicsShapeCollection = Ellipsis, dynamics_collider_component_key: RigComponentKey = Ellipsis)

Bases: RigUnit_DynamicsBaseMutable

Spawns a new dynamics collider as a component on the owner element. These colliders track the input pose, but do not track the simulated pose - so don’t expect good results if you enable collisions between particles and colliders that are attached to bones that are themselves simulated. Note: This node only runs as part of the construction event.

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsColliderExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • collider_component_name (Name): [Read-Write] The name to give the new collider component. Only used as a starting point - if another component with this name already exists on the owner element, the hierarchy will append a unique suffix. Read DynamicsColliderComponentKey to find the name that was actually assigned.

  • dynamics_collider_component_key (RigComponentKey): [Read-Write] The Dynamics Collider component key that was created

  • dynamics_solver_component_key (RigComponentKey): [Read-Write] Optional solver - if set (and valid), it will be added to this solver component

  • execute_pin (RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units together

  • owner (RigElementKey): [Read-Write] The owner of the newly created component (must be set/valid)

  • shapes (RigDynamicsShapeCollection): [Read-Write] The collider shapes

property collider_component_name: Name

[Read-Write] The name to give the new collider component. Only used as a starting point - if another component with this name already exists on the owner element, the hierarchy will append a unique suffix. Read DynamicsColliderComponentKey to find the name that was actually assigned.

Type:

(Name)

property dynamics_collider_component_key: RigComponentKey

[Read-Only] The Dynamics Collider component key that was created

Type:

(RigComponentKey)

property dynamics_solver_component_key: RigComponentKey

[Read-Write] Optional solver - if set (and valid), it will be added to this solver component

Type:

(RigComponentKey)

property owner: RigElementKey

[Read-Write] The owner of the newly created component (must be set/valid)

Type:

(RigElementKey)

property shapes: RigDynamicsShapeCollection

[Read-Write] The collider shapes

Type:

(RigDynamicsShapeCollection)