class unreal.PhysicsAsset(outer=None, name='None')

Bases: unreal.Object

PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. The asset is not limited to human ragdolls, and can be used for any physical simulation using bodies and constraints. A SkeletalMesh has a single PhysicsAsset, which allows for easily turning ragdoll physics on or off for many SkeletalMeshComponents The asset can be configured inside the Physics Asset Editor. see: https://docs.unrealengine.com/latest/INT/Engine/Physics/PhAT/Reference/index.html see: USkeletalMesh

C++ Source:

  • Module: Engine

  • File: PhysicsAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • constraint_profiles (Array(Name)): [Read-Write] Constraint Profiles

  • not_for_dedicated_server (bool): [Read-Write] If true, we skip instancing bodies for this PhysicsAsset on dedicated servers

  • physical_animation_profiles (Array(Name)): [Read-Write] Physical Animation Profiles

  • solver_iterations (SolverIterations): [Read-Write] [Chaos Only] Recommended solver settings.

  • solver_type (PhysicsAssetSolverType): [Read-Write] [Chaos Only] Solver type used in physics asset editor.

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering