unreal.RigUnit_SpawnDynamicsParticle¶
- class unreal.RigUnit_SpawnDynamicsParticle(execute_pin: RigVMExecutePin = [], owner: RigElementKey = Ellipsis, dynamics_solver_component_key: RigComponentKey = Ellipsis, particle_component_name: Name = 'None', particle_properties: RigDynamicsParticleProperties = Ellipsis, dynamics_particle_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableSpawns a new dynamics particle as a component on the owner element. Note: This node only runs as part of the construction event.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsParticleExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
dynamics_particle_component_key(RigComponentKey): [Read-Write] The Dynamics Particle component key that was createddynamics_solver_component_key(RigComponentKey): [Read-Write] Optional solver - if set, it will be added to this solver componentexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherowner(RigElementKey): [Read-Write] The owner of the newly created component (must be set/valid)particle_component_name(Name): [Read-Write] The name to give the new particle 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 DynamicsParticleComponentKey to find the name that was actually assigned.particle_properties(RigDynamicsParticleProperties): [Read-Write] Particle properties
- property dynamics_particle_component_key: RigComponentKey¶
[Read-Only] The Dynamics Particle component key that was created
- Type:
- property dynamics_solver_component_key: RigComponentKey¶
[Read-Write] Optional solver - if set, it will be added to this solver component
- Type:
- property owner: RigElementKey¶
[Read-Write] The owner of the newly created component (must be set/valid)
- Type:
- property particle_component_name: Name¶
[Read-Write] The name to give the new particle 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 DynamicsParticleComponentKey to find the name that was actually assigned.
- Type:
(Name)
- property particle_properties: RigDynamicsParticleProperties¶
[Read-Write] Particle properties
- Type: