unreal.StaticMeshSimulationComponent¶
- class unreal.StaticMeshSimulationComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponentStatic Mesh Simulation Component
C++ Source:
Module: GeometryCollectionEngine
File: StaticMeshSimulationComponent.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_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.damage_threshold(float): [Read-Write] Damage threshold for clusters.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classimplicit_type(ImplicitTypeEnum): [Read-Write] CollisionType defines how to initialize the rigid collision structures.initial_angular_velocity(Vector): [Read-Write] Initial Angular Velocityinitial_linear_velocity(Vector): [Read-Write] Initial Linear Velocityinitial_velocity_type(InitialVelocityTypeEnum): [Read-Write] Initial Velocity Typeis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmass(float): [Read-Write] Mass in Kgmax_level_set_resolution(int32): [Read-Write] * Resolution on the smallest axes for the level set. (def: 10)min_level_set_resolution(int32): [Read-Write] * Resolution on the smallest axes for the level set. (def: 5)notify_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 deactivatedphysical_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_type¶
[Read-Write] CollisionType defines how to initialize the rigid collision structures.
- Type
- force_recreate_physics_state() → None¶
Changes whether or not this component will get future break notifications.
- property implicit_type¶
[Read-Write] CollisionType defines how to initialize the rigid collision structures.
- Type
- property initial_velocity_type¶
[Read-Write] Initial Velocity Type
- 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) –