unreal.PhysicalAnimationComponent
¶
-
class
unreal.
PhysicalAnimationComponent
(outer=None, name='None')¶ Bases:
unreal.ActorComponent
Physical Animation Component
C++ Source:
Module: Engine
File: PhysicalAnimationComponent.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 navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_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 deactivatedprimary_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!strength_multiplyer
(float): [Read-Write] Multiplies the strength of any active motors. (can blend from 0-1 for example)
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apply_physical_animation_profile_below
(body_name, profile_name, include_self=True, clear_not_found=False) → None¶ Applies the physical animation profile to the body given and all bodies below.
- Parameters
body_name (Name) – The body from which we’d like to start applying the physical animation profile. Finds all bodies below in the skeleton hierarchy. None implies all bodies
profile_name (Name) – The physical animation profile we’d like to apply. For each body in the physics asset we search for physical animation settings with this name.
include_self (bool) – Whether to include the provided body name in the list of bodies we act on (useful to ignore for cases where a root has multiple children)
clear_not_found (bool) – If true, bodies without the given profile name will have any existing physical animation settings cleared. If false, bodies without the given profile name are left untouched.
-
apply_physical_animation_settings
(body_name, physical_animation_data) → None¶ Applies the physical animation settings to the body given.
- Parameters
body_name (Name) –
physical_animation_data (PhysicalAnimationData) –
-
apply_physical_animation_settings_below
(body_name, physical_animation_data, include_self=True) → None¶ Applies the physical animation settings to the body given and all bodies below.
- Parameters
body_name (Name) –
physical_animation_data (PhysicalAnimationData) –
include_self (bool) –
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get_body_target_transform
(body_name) → Transform¶ Returns the target transform for the given body. If physical animation component is not controlling this body, returns its current transform.
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set_skeletal_mesh_component
(skeletal_mesh_component) → None¶ Sets the skeletal mesh we are driving through physical animation. Will erase any existing physical animation data.
- Parameters
skeletal_mesh_component (SkeletalMeshComponent) –