unreal.SolverIterations

class unreal.SolverIterations(fixed_time_step=0.0, solver_iterations=3, joint_iterations=2, collision_iterations=2, solver_push_out_iterations=1, joint_push_out_iterations=1, collision_push_out_iterations=0)

Bases: unreal.StructBase

[Chaos Only]

C++ Source:

  • Module: Engine

  • File: PhysicsAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • collision_iterations (int32): [Read-Write] [Chaos Only] The recommended number of collision sub-iterations. Increasing this can help with collision jitter.

  • collision_push_out_iterations (int32): [Read-Write] [Chaos Only] The recommended number of joint sub-push-out iterations. Increasing this can help with collision penetration problems.

  • fixed_time_step (float): [Read-Write] [Chaos Only] The recommended fixed timestep for the solver if supported (e.g., in RigidBody Anim Node). 0 to run with variable timestep. NOTE: If this value is non-zero and less than the current frame time, physics will step multiple times.

  • joint_iterations (int32): [Read-Write] [Chaos Only] The recommended number of joint sub-iterations. Increasing this can help with chains of long-thin bodies.

  • joint_push_out_iterations (int32): [Read-Write] [Chaos Only] The recommended number of joint sub-push-out iterations.

  • solver_iterations (int32): [Read-Write] [Chaos Only] The recommended number of solver iterations. Increase this if collision and joints are fighting, or joint chains are stretching.

  • solver_push_out_iterations (int32): [Read-Write] Increase this if bodies remain penetrating

property collision_iterations

[Read-Write] [Chaos Only] The recommended number of collision sub-iterations. Increasing this can help with collision jitter.

Type

(int32)

property collision_push_out_iterations

[Read-Write] [Chaos Only] The recommended number of joint sub-push-out iterations. Increasing this can help with collision penetration problems.

Type

(int32)

property fixed_time_step

[Read-Write] [Chaos Only] The recommended fixed timestep for the solver if supported (e.g., in RigidBody Anim Node). 0 to run with variable timestep. NOTE: If this value is non-zero and less than the current frame time, physics will step multiple times.

Type

(float)

property joint_iterations

[Read-Write] [Chaos Only] The recommended number of joint sub-iterations. Increasing this can help with chains of long-thin bodies.

Type

(int32)

property joint_push_out_iterations

[Read-Write] [Chaos Only] The recommended number of joint sub-push-out iterations.

Type

(int32)

property solver_iterations

[Read-Write] [Chaos Only] The recommended number of solver iterations. Increase this if collision and joints are fighting, or joint chains are stretching.

Type

(int32)

property solver_push_out_iterations

[Read-Write] Increase this if bodies remain penetrating

Type

(int32)