unreal.BodyInstanceCore

class unreal.BodyInstanceCore(simulate_physics: bool = False, enable_gravity: bool = False, auto_weld: bool = False, start_awake: bool = False, generate_wake_events: bool = False, update_mass_when_scale_changes: bool = False)

Bases: StructBase

Body Instance Core

C++ Source:

  • Module: PhysicsCore

  • File: BodyInstanceCore.h

Editor Properties: (see get_editor_property/set_editor_property)

  • auto_weld (bool): [Read-Write] Auto Weld: If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root

  • enable_gravity (bool): [Read-Write] Enable Gravity: If object should have the force of gravity applied

  • generate_wake_events (bool): [Read-Write] Generate Wake Events: Should ‘wake/sleep’ events fire when this object is woken up or put to sleep by the physics simulation.

  • override_mass (bool): [Read-Write] Override Mass: If true, mass will not be automatically computed and you must set it directly

  • simulate_physics (bool): [Read-Write] Simulate Physics: If true, this body will use simulation. If false, will be ‘fixed’ (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

  • start_awake (bool): [Read-Write] Start Awake: If object should start awake, or if it should initially be sleeping

  • update_mass_when_scale_changes (bool): [Read-Write] Update Mass when Scale Changes: If true, it will update mass when scale change *

property auto_weld: bool

[Read-Write] Auto Weld: If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root

Type:

(bool)

property enable_gravity: bool

[Read-Only] Enable Gravity: If object should have the force of gravity applied

Type:

(bool)

property generate_wake_events: bool

[Read-Only] Generate Wake Events: Should ‘wake/sleep’ events fire when this object is woken up or put to sleep by the physics simulation.

Type:

(bool)

property simulate_physics: bool

[Read-Write] Simulate Physics: If true, this body will use simulation. If false, will be ‘fixed’ (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

Type:

(bool)

property start_awake: bool

[Read-Only] Start Awake: If object should start awake, or if it should initially be sleeping

Type:

(bool)

property update_mass_when_scale_changes: bool

[Read-Write] Update Mass when Scale Changes: If true, it will update mass when scale change *

Type:

(bool)