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 ofthis 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 heuristicallyunresolveable state before hard snapping.
error_accumulation_similarity
(float): [Read-Write] If the previous error projected onto the current erroris 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 degreeerror_per_linear_difference
(float): [Read-Write] Error per centimeterlinear_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 velocityand ping based correction to use
ping_limit
(float): [Read-Write] For the purpose of extrapolation, ping will be clamped to this valueposition_lerp
(float): [Read-Write] How much to directly lerp to the correct position. Generallythis should be very low, if not zero. A higher value will increase precision along with jerkiness.