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 componentauto_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 navigationcomponent_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 classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates
(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
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) –
- 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.
- 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) –