unreal.RigidBodyErrorCorrection

class unreal.RigidBodyErrorCorrection

Bases: StructBase

Rigid body error correction data

C++ Source:

  • Module: Engine

  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angle_lerp (float): [Read-Write] How much to directly lerp to the correct angle.

  • angular_velocity_coefficient (float): [Read-Write] This is the angular analog to LinearVelocityCoefficient.

  • error_accumulation_distance_sq (float): [Read-Write] If the body has moved less than the square root of

    this amount towards a resolved state in the previous frame, then error may accumulate towards a hard snap.

  • error_accumulation_seconds (float): [Read-Write] Number of seconds to remain in a heuristically

    unresolveable state before hard snapping.

  • error_accumulation_similarity (float): [Read-Write] If the previous error projected onto the current error

    is greater than this value (indicating “similarity” between states), then error may accumulate towards a hard snap.

  • error_per_angular_difference (float): [Read-Write] Error per degree

  • error_per_linear_difference (float): [Read-Write] Error per centimeter

  • linear_velocity_coefficient (float): [Read-Write] This is the coefficient k in the differential equation:

    dx/dt = k ( x_target(t) - x(t) ), which is used to update the velocity in a replication step.

  • max_linear_hard_snap_distance (float): [Read-Write]

  • max_restored_state_error (float): [Read-Write] Maximum allowable error for a state to be considered “resolved”

  • ping_extrapolation (float): [Read-Write] Value between 0 and 1 which indicates how much velocity

    and ping based correction to use

  • ping_limit (float): [Read-Write] For the purpose of extrapolation, ping will be clamped to this value

  • position_lerp (float): [Read-Write] How much to directly lerp to the correct position. Generally

    this should be very low, if not zero. A higher value will increase precision along with jerkiness.