unreal.BodySetup
¶
- class unreal.BodySetup(outer=None, name='None')¶
Bases:
unreal.BodySetupCore
BodySetup contains all collision information that is associated with a single asset. A single BodySetup instance is shared among many BodyInstances so that geometry data is not duplicated. Assets typically implement a GetBodySetup function that is used during physics state creation. see: GetBodySetup see: FBodyInstance
C++ Source:
Module: Engine
File: BodySetup.h
Editor Properties: (see get_editor_property/set_editor_property)
agg_geom
(KAggregateGeom): [Read-Write] Agg Geom: Simplified collision representation of thisbone_name
(Name): [Read-Only] Bone Name: Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.collision_reponse
(BodyCollisionResponse): [Read-Write] Collision Reponse: Collision Type for this body. This eventually changes response to collision to others *collision_trace_flag
(CollisionTraceFlag): [Read-Write] Collision Trace Flag: Collision Trace behavior - by default, it will keep simple(convex)/complex(per-poly) separate *consider_for_bounds
(bool): [Read-Write] Consider for Bounds: Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent). There is a speed improvement from having less BodySetups processed each frame when updating the bounds.default_instance
(BodyInstance): [Read-Write] Default Instance: Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstancedouble_sided_geometry
(bool): [Read-Write] Double Sided Geometry: If true, the physics triangle mesh will use double sided faces when doing scene queries. This is useful for planes and single sided meshes that need traces to work on both sides.never_needs_cooked_collision_data
(bool): [Read-Write] Never Needs Cooked Collision Data: TODO Chaos this is to opt out of CreatePhysicsMeshes for certain meshes Better long term mesh is to not call CreatePhysicsMeshes until it is known there is a mesh instance that needs it.phys_material
(PhysicalMaterial): [Read-Write] Phys Material: Physical material to use for simple collision on this body. Encodes information about density, friction etc.physics_type
(PhysicsType): [Read-Write] Physics Type: If simulated it will use physics, if kinematic it will not be affected by physics, but can interact with physically simulated bodies. Default will inherit from OwnerComponent’s behavior.walkable_slope_override
(WalkableSlopeOverride): [Read-Write] Walkable Slope Override: Custom walkable slope setting for this body.