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] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • strength_multiplyer (float): [Read-Write] Strength Multiplyer: Multiplies the strength of any active motors. (can blend from 0-1 for example)

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
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
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.

Parameters

body_name (Name) –

Return type

Transform

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) –

set_strength_multiplyer(strength_multiplyer) None

Updates strength multiplyer and any active motors

Parameters

strength_multiplyer (float) –

property strength_multiplyer

[Read-Only] Strength Multiplyer: Multiplies the strength of any active motors. (can blend from 0-1 for example)

Type

(float)