unreal.SkeletalMeshSimulationComponent
¶
- class unreal.SkeletalMeshSimulationComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponent
Skeletal Mesh Simulation Component
C++ Source:
Module: GeometryCollectionEngine
File: SkeletalMeshSimulationComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationchaos_solver_actor
(ChaosSolverActor): [Read-Write] Chaos RBD Solvercollision_group
(int32): [Read-Write] Collision group - 0 = collides with all, -1 = nonecollision_type
(CollisionTypeEnum): [Read-Write] CollisionType defines how to initialize the rigid collision structures.component_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.density
(float): [Read-Write] Density / mass.- Common densities in g/cm^3:
gold: 19.3 lead: 11.3 copper: 8.3 - 9.0 steel: 8.03 iron: 7.8 aluminium: 2.7 glass: 2.4 - 2.8 brick: 1.4 - 2.4 concrete: 0.45 - 2.4 bone: 1.7 - 2.0 muscle: 1.06 water: 1.0 fat: 0.9196 gasoline: 0.7 wood: 0.67 tree bark: 0.24 air: 0.001293
editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classimplicit_shape_max_num_particles
(int32): [Read-Write] Maximum number of particles for each implicit shape.implicit_shape_min_num_particles
(int32): [Read-Write] Minimum number of particles for each implicit shape.implicit_shape_particles_per_unit_area
(float): [Read-Write] Number of particles to generate per unit area (square cm). 0.1 would generate 1 collision particle per 10 cm^2.initial_angular_velocity
(Vector): [Read-Write] Initial angular velocity.initial_linear_velocity
(Vector): [Read-Write] Initial linear velocity.initial_velocity_type
(InitialVelocityTypeEnum): [Read-Write] Where to pull initial velocity from - user defined or animation.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmax_level_set_resolution
(int32): [Read-Write] Resolution on the smallest axes for the level set. (def: 10)max_mass
(float): [Read-Write] Max Massmin_level_set_resolution
(int32): [Read-Write] Resolution on the smallest axes for the level set. (def: 5)min_mass
(float): [Read-Write] Min Massnotify_collisions
(bool): [Read-Write] If true, this component will get collision notification events ( see: IChaosNotifyHandlerInterface)object_type
(ObjectStateTypeEnum): [Read-Write] ObjectType defines how to initialize the rigid collision structures.on_chaos_physics_collision
(OnChaosPhysicsCollision): [Read-Write] On Chaos Physics Collisionon_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedoverride_physics_asset
(PhysicsAsset): [Read-Write] Override Physics Assetphysical_material
(ChaosPhysicalMaterial): [Read-Write] Physical Propertiesprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!simulating
(bool): [Read-Write] When Simulating is enabled the Component will initialize its rigid bodies within the solver.
- property collision_group¶
[Read-Write] Collision group - 0 = collides with all, -1 = none
- Type
(int32)
- property collision_type¶
[Read-Write] CollisionType defines how to initialize the rigid collision structures.
- Type
- property density¶
[Read-Write] Density / mass.
- Common densities in g/cm^3:
gold: 19.3 lead: 11.3 copper: 8.3 - 9.0 steel: 8.03 iron: 7.8 aluminium: 2.7 glass: 2.4 - 2.8 brick: 1.4 - 2.4 concrete: 0.45 - 2.4 bone: 1.7 - 2.0 muscle: 1.06 water: 1.0 fat: 0.9196 gasoline: 0.7 wood: 0.67 tree bark: 0.24 air: 0.001293
- Type
(float)
- property implicit_shape_max_num_particles¶
[Read-Write] Maximum number of particles for each implicit shape.
- Type
(int32)
- property implicit_shape_min_num_particles¶
[Read-Write] Minimum number of particles for each implicit shape.
- Type
(int32)
- property implicit_shape_particles_per_unit_area¶
[Read-Write] Number of particles to generate per unit area (square cm). 0.1 would generate 1 collision particle per 10 cm^2.
- Type
(float)
- property initial_velocity_type¶
[Read-Write] Where to pull initial velocity from - user defined or animation.
- Type
- property max_level_set_resolution¶
- Type
(int32)
- Type
[Read-Only] Resolution on the smallest axes for the level set. (def
- property min_level_set_resolution¶
- Type
(int32)
- Type
[Read-Only] Resolution on the smallest axes for the level set. (def
- property notify_collisions¶
[Read-Write] If true, this component will get collision notification events ( see: IChaosNotifyHandlerInterface)
- Type
(bool)
- property object_type¶
[Read-Write] ObjectType defines how to initialize the rigid collision structures.
- Type
- property on_chaos_physics_collision¶
[Read-Write] On Chaos Physics Collision
- Type
- property physical_material¶
[Read-Only] Physical Properties
- Type
- receive_physics_collision(collision_info) → None¶
Receive Physics Collision
- Parameters
collision_info (ChaosPhysicsCollisionInfo) –